3/25/2023 0 Comments Rpg maker vx ace map![]() ![]() The server generally expects files such as HTML, Images, and other media to have a permission mode of 644. The server you are on runs applications in a very specific way in most cases. If you have made changes to the file ownership on your own through SSH please reset the Owner and Group appropriately. The server generally expects files and directories be owned by your specific user cPanel user. Some of these are easier to spot and correct than others. Even if they are for a different engine you should be able to do most of them in ACE to understand how it works.There are a few common causes for this error code including problems with the individual script that may be executed upon request. You may also find tutorials for creating event based ABS systems. Once you understand how to track variables of the hero and get him to attack an event, it's easier to add onto it. If you are beginner, this might seem really hard at first, but it would be a good lesson for you to try and do what I described on your own to understand how to track the coordinates of an event. I usually use a second set of variables called "in front of hero x" and y, because you have an event constantly updating hero x and y, so for calculations you want to use a different set of variables(or stop the other event from rechecking for hero coordinates). Of course you would need to either make enemies events do damage on touch, or do similar code for the enemies. I can't exactly write out all the code for you, but for very basic ABS that is all you need. ![]() Sound, visual effect, hp variable decrease, anything you want. Then that means, the enemy is directly in front of the hero and you run code for what happens on hit. Then you use conditional branches to check if "enemy x" is equal to "hero x", and also if enemy y is equal to hero y. So instead of his coordinates being where he is, it's what's in front. That alters the heros coordinates momentarily. If hero down, add 1 to "hero y" If hero left, subtract 1 from "hero x" If hero right, add 1 to hero x. If the hero is facing up, subtract 1 from "hero y". You do this by creating a branch for all four directions. When the player presses the attack button you would first use code to find out what is occupying the space directly in front of the hero, which is his range of attack. I only know how to set this up in 2003, but I would imagine there are tutorials on it for ACE. Now, you create another event that checks when the player pressing the attack button. So that event is always running and always keep track of where events are. Add 2 more lines of code, and 2 more variable for any other events you need to track. So several times a second, 2 variables are updated with the position of the hero. Make sure you put a small wait of 0.0 or 0.1 at the end of that parallel process, to avoid lag. So with 2 lines of code on repeat you are tracking the hero's coordinates. So use variable command and name the variable "hero x", and instead of setting it to a number you would use one of the other options for "Hero X Coordinate". The basic concept is this Have a parallel process or common event using parallel to check for the coordinates of anyone involved. I don't plan to use the scripts in the examples above because they are too big for my project and cause lag in my PC. Adding more s fine as long as it's not too many, maybe? So if there is anyone who could help me. ![]() Let the player swing around weapon + animation(attack) - The same with defending - No TP bar (if possible, only display HP) - No extra skills / item option (I'm not using them) - Don't require too many scripts (cause lag) - Single character (more is OK if there is an option to disable it) That's all, basically. So in short, I'm looking for a battle system which is: - Executed / happens in the map - Let the player to move around, and actually only move left and right because my game is somewhat has a sideway view. The planned playtime-duration of my project is only around 30-50 minutes) AND I don't want the player to have difficulty in understanding the complex (or unique) battle system for too long. (But that's not exactly I'm looking for because I need to let the character move freely, not 'stuck' in a battle mode.) However, what I am looking for is a SIMPLER battle system, but still similar with the previous examples: On-the-map fight. (from Faraway Story, a Japanese translated Wolf RPG Editor game.) Or maybe something like XAS ABS. ![]()
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