KAZESUI'S PROFILE

Doing Super Programming
on Super Computers
for Super Performance
The Curse of Cpt. Lovele...
Nautical-themed cephalopod-pirate-based action-shmup.

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My style, which I've apparently been unable to grow out of. From what I remember this is far from ideal

Silly Question

Probably browser related or something, but you can try to hold down ctrl while using the scrolling wheel on the mouse to zoom in and out

Rm2k3 David Patch

Tactical Battle System Movement

author=Archeia_Nessiah
Kazesui I love you so much right now <3


Glad you like me the tutorial :3

Pointers in Rpg Maker 2k(3)

What kind of tile range are you thinking about? My first thought when thinking about range would be something going along the lines of this one:
Proximity Detection for Events

Meaning there's already a decent tutorial on it. An alternative tile range technique would be along the lines of one you would expect in a TBS, showing all the tiles any given event can move to, and that's certainly rare to find in a tutorial (and I just happen to already have a working sample of that).

Local Switches in rm2k3

Well I was more referring to what kind of math was done rather then explain it very thoroughly. If you want a thorough explanation I could always refer you to the wikipedia article on the matter this one

... But that would probably confuse you even more.

I could give it another go though.
The binary number system consists of 1 and 0, and since it only has 1 and 0, it's digits will increase faster than regular numbers (referred to as base 10 numbers, because there are 10 numbers before each new digit).

Counting in the binary system would work like this: 1, 10, 11, 100
where 100 would equal 4 in base 10.
To convert from a binary number you multiply each digit with 2 to the power of the position of that digit starting at 0 from the right and moving towards the left towards the most significant digit

for the binary number 100 this gives: 1*2^2 + 0*2^1 + 0*2^0 = 4 + 0 + 0 = 4

For going the other way you take the base 10 number in question and divide it by 2. If there's a remainder during that division then that remainder should be placed at the first position, and if the number is bigger than 1 you keep dividing until you end up with a 1, which goes at the last position you reach. taking 4 as an example we get
4/2 = 2 (+ no remainder) = 0
2/2 = 1 (+ no remainder) = 0
1/2 = 0 (+ 1 remainder) = 1

which gives the binary number 100.

The reason why we'd want to convert to the binary system for storing as many switches as possible within a variable is because we could use each digit to tell if a switch is on or off by telling whether it's 1 or 0.

And this is basically what the code up there is doing, just simplified a bit.
since you wouldn't multiply by anything than 1, you can leave that step out of the algorithm when dealing with binary numbers and just pre calculate the 2 to the power of switch position numbers, which is basically just a matter of doubling the last number for each step. And the second event is doing pretty much the same as described above

So hopefully this helped you a little... or you could just shove it off as magic which works

Boulders on switches

Rather than capitalizing switches, I suppose I meant to to not capitalize "on".
A tiny error on my side. Thanks for pointing it out

Making your Custom Menu System

I've made a tutorial for how to implement the item sub menu here

Boulders on switches

Yeah, I still have topics I want to touch for new tutorials, so I'll probably keep making more at some point.

author=Verincia
I'm curious. Although this tutorial is set to RM2k3, can this tutorial also be used in context of XP or VX?


If you can find a script to simulate the "get event ID" from rm2k3, that is to return the highest event ID of events given at a chosen tile, then yes. This is the case for XP at least. For all I know VX might have the command but I doubt it.

The get event ID is kind of necessary to avoid making a coordinate hell of detecting when something is on the switch, so this tutorial won't do without it, though it gives a push in the right direction.

Boulders on switches

Why embarrassed?