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[Rm2k3] Best way to make a variable-comparing calculation?
author=bugmenotNo, no, it is mostly my fault, since my coding skill/comprehension is pretty lacking.author=s_wSorry. I need to up my software documentation skills.
I am still trying to understand how it works.
I got pretty much the gist of the code, but this line
<> Change Variable: [0501:TOrder_1st] - 384
Why is this necessary (-384)? And this value stay the same with this part :
<> Change Variable: [0502:TOrder_2nd] = V[0023]
<> Change Variable: [0502:TOrder_2nd] - 384
Would it be easier to multiply the variable by -1 (which is also possible).
In retrospect, I think the -384 function is when I need to actually show a sequence of turn in a list?
Basically until the point that your code told me how to:
1. Find a highest/lowest value (technically to find lowest value I just need to change the "greater" comparison to "lower" right? Haven't really tried in reverse yet)among a set of numbers
2. How to exclude the "turn" via negative multiplier
I can already figure a bit of a method to allow me to
1)call the event
2)allow ACT in battle
3)exclude that character and call the event again
basically not showing the actual Turn sequence to the player; which may prove beneficial since 1) extra work to show 2) speed boosting ability may make it messy.
Am I getting it right so far? Also I'll say it again. Your code is amazing. I tried to make similar function/loop but can't figured out which function in Rm2k3 I need to mix and match to create it. Certainly save me tons of work since comparison is important in making say, enemy AI.
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Lastly, Not to sound like ungrateful prick, but since we are at this topic, perhaps you know how to create similar battle system like Grandia or old Rm2k3 demo (I think it is "winter"?) which shows a sort of ATB but everyone follows the same line (represented by face icon), until a certain point at which they are allowed to act.
Basically I am just curious how to implement how fast the icon move to the "act" point. I can implement multi-event/parallel event that adds variable to the " ACT gauge" based on character's speed, but since the value varies (say 1-10 for example between the character), the icon would probably jump instead of moving at a faster rate?
(this is just extra question btw, don't sweat it).
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[Rm2k3] Best way to make a variable-comparing calculation?
Just got the chance to pop back in. The code looks promising, but honestly I am still trying to understand how it works.
@BugMeNot
I hope you don't mind me asking some uh, stupid question about the code.
So basically what it does is cycle through the values of 21-22, comparing them one by one (i.e. until it got thelast Final value that is the highest)?
Also, My brain is a bit wrecked from the initial coding, so by this
Did you mean after getting the highest value, I then do a similar call event in reverse to get the "slower than current" character in the list?
Also, um, regarding the multiplying by -1, you are referring to the original code (that ignore speed <0) to exclude them from the list, so basically instead of (my suggestion before about "reverse" event, I just re-plugged your code playing with negatives?)
For example
Var1-6
when I got the highest value, which say, var3
I just multiplies it by -1 so it becomes -9, and gets ignored?
Also, Genius!
@NeverSilent
Honestly I was thinking of manually coding them too (kinda resigned to doing hundreds of and FUNCTION). Luckily it seem there is a better way. Anyway, thanks for the initial response as well as for kicking the discussion forward. Also, RMXP can't do this VarA=VarB? I have no experience in XP but shouldn't that be possible (XP is released later after all).
@BugMeNot
I hope you don't mind me asking some uh, stupid question about the code.
So basically what it does is cycle through the values of 21-22, comparing them one by one (i.e. until it got the
Also, My brain is a bit wrecked from the initial coding, so by this
You can use this to make a list of turn orders by taking the participant_ID from Var, put it into your list, go one position down your list, multiplying Var[V] by -1 (that 'marks' the participant as 'ignore me' in the sorting function and can be easily reverted by multiplying every participants SPEED value by -1 when all the sorting was done.) and calling the sorting function again, getting the next highest number (while ignoring the marked values).
Did you mean after getting the highest value, I then do a similar call event in reverse to get the "slower than current" character in the list?
Also, um, regarding the multiplying by -1, you are referring to the original code (that ignore speed <0) to exclude them from the list, so basically instead of (my suggestion before about "reverse" event, I just re-plugged your code playing with negatives?)
For example
Var1-6
when I got the highest value, which say, var3
I just multiplies it by -1 so it becomes -9, and gets ignored?
Also, Genius!
@NeverSilent
Honestly I was thinking of manually coding them too (kinda resigned to doing hundreds of and FUNCTION). Luckily it seem there is a better way. Anyway, thanks for the initial response as well as for kicking the discussion forward. Also, RMXP can't do this VarA=VarB? I have no experience in XP but shouldn't that be possible (XP is released later after all).
[Rm2k3] Best way to make a variable-comparing calculation?
At most it would be... roughly 10 participants in battle, although 8 is fine too.
I guess it kinda falls into the "too large" category?
I guess it kinda falls into the "too large" category?
[Rm2k3] Best way to make a variable-comparing calculation?
Hello, like the title said, is there an easy way to make the system "sort" the variable; as well as comparing it to find (for example) the highest value?
Specifically, it is something like a SPEED stat based calculation in battle. That is, the person with the highest SPEED would act first, followed by the next highest etc etc.
Ex.
A : 10 SPD
B : 8 SPD
C : 9 SPD
So A will act first, followed by B, and then C.
However, I have NO idea how to implement this in simple coding (is there a Function for this?). I tried making a counter that goes down (highest goes first), but it does get a bit messy and ended up with a pretty long loop, especially with huge number.
So uh, please help?
SIDE NOTE
I remember seeing an old RM2k3 game with battle system like GRANDIA series. There is a bar with moving icon and all that; Something like that would work too. So if you know how to make that (the basics, like how many variables I need, which FUNCTION to use, how to set it up and all that) please let me know!
Specifically, it is something like a SPEED stat based calculation in battle. That is, the person with the highest SPEED would act first, followed by the next highest etc etc.
Ex.
A : 10 SPD
B : 8 SPD
C : 9 SPD
So A will act first, followed by B, and then C.
However, I have NO idea how to implement this in simple coding (is there a Function for this?). I tried making a counter that goes down (highest goes first), but it does get a bit messy and ended up with a pretty long loop, especially with huge number.
So uh, please help?
SIDE NOTE
I remember seeing an old RM2k3 game with battle system like GRANDIA series. There is a bar with moving icon and all that; Something like that would work too. So if you know how to make that (the basics, like how many variables I need, which FUNCTION to use, how to set it up and all that) please let me know!
The Screenshot Topic Returns
@Darken
Yeah, but it is less smooth since one pixel makes more difference now in small sprites.
@UPRC
That's in ACE Right? Looks great.
@JosephSeraph
Is that Rm2k3? Why do you need to change it to GIF? Just use photoshop or something to preserve the color (for each frame) and it should work.
Resizing on the other hand.. Nvm, I misunderstood
Yeah, but it is less smooth since one pixel makes more difference now in small sprites.
@UPRC
That's in ACE Right? Looks great.
@JosephSeraph
Resizing on the other hand..
The Screenshot Topic Returns
mysteries of rpgmaker?
mysteries of rpgmaker?
author=Neok
You're looking for Velsarbor buddy. Yeah, it's pretty great, but I'm pretty sure he used pictures for all his animation needs.
What about wolfcoder's thing? Rpg 20xx engine. It might've taken DBS's animation flexibility and made it possible everywhere else.
Yep, that's the one. I planned to use pictures for all of it, but some things are easier/better in animation.
Err, to be honest I kinda waited for that engine for quite a bit; but it doesn't seem it is going to be completed soon. Not to say wolfcoder etc are bad though, it's just probably really hard to make.
mysteries of rpgmaker?
Hmm, well, in that case, I want to ask a follow up question.
I managed to test it in Rm2k3 and it seems while it is possible to play two sound at the same time, I can't play two animation at the same time.
I am working on some kind of CBS so I just want to make sure if there is some way/workaround this can be done? DBS have flexibility in animation so I was thinking if the same principle works outside battle.
I believe in the past I tried a german RM2k RPG that have CBS (pictures?). I lost the copy of the game, and I only remember the hero (for the beginning) having the name "selan" or something. Didn't get far cause it is German, but I want to take a look again how it was done.
I managed to test it in Rm2k3 and it seems while it is possible to play two sound at the same time, I can't play two animation at the same time.
I am working on some kind of CBS so I just want to make sure if there is some way/workaround this can be done? DBS have flexibility in animation so I was thinking if the same principle works outside battle.
I believe in the past I tried a german RM2k RPG that have CBS (pictures?). I lost the copy of the game, and I only remember the hero (for the beginning) having the name "selan" or something. Didn't get far cause it is German, but I want to take a look again how it was done.
mysteries of rpgmaker?
Is it possible to play different animation together in Rm2k3 via common event (as trigger) and two different event (parallel)?
Similarly, can we play two sound together this way?
I just realized that this might be troublesome for some of the coding (later). I don't have access to RM2k3 yet, and this question is driving me nuts.
EDIT: woops it has been a while since last poster reply. My bad.
Similarly, can we play two sound together this way?
I just realized that this might be troublesome for some of the coding (later). I don't have access to RM2k3 yet, and this question is driving me nuts.
EDIT: woops it has been a while since last poster reply. My bad.















