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Posted 2004-09-29, 02:31 PM in reply to Tyrannicide's post starting "I thought talk about where you got RMXP..."
True, but you must admit, Bluecube MUST have a copy of RMXP, otherwise it is down to those witht he copy to give fragmented answers to questions, as they don't know the half of it themselves: E.g. Lenny, Wormy (Domolordy) etc.
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Posted 2004-09-29, 03:09 PM in reply to Tyrannicide's post starting "I thought talk about where you got RMXP..."
Tyrannicide said:
I thought talk about where you got RMXP is banned?
I didn't say where I got it, or provide a link


BlueCube said:
If you downloaded it with the intent to keep it until Enterbrain gets its act together and releases a legal English version, (or you actually own the Japanese version with an English patch) then by all means ask questions about it - just don't mention where you got the program, and all will be well.
Also, I just noticed I spelled English as Englsih in that one. Fixed. I SPEL GUD

Last edited by BlueCube; 2004-09-29 at 03:13 PM.
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Posted 2004-09-29, 04:34 PM in reply to BlueCube's post starting "I didn't say where I got it, or provide..."
Lol, I didn't think about that last part, but you metioned Phlyomortis...but anywho, nuff harm done.

I jumped the gun and just realized you said they have everything documented..not my shining moment eh?


~ KAMAHAME---Oh shit it's happening again.... ~
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Posted 2004-10-01, 12:53 PM in reply to Tyrannicide's post starting "Lol, I didn't think about that last..."
Tyrannicide said:
...you metioned Phlyomortis...

...they have everything documented...
I've never heard of Phlyomortis to be honest. Do you think they'll have the answer to my problem?
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Posted 2004-10-02, 12:29 PM in reply to Lenny's post starting "Ah right, and just have a conditional..."
Hmm. Attach the game (without RTP files) as a ZIP. I'd like to see what, in fact, you're trying to do here..
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Posted 2004-10-02, 12:31 PM in reply to Lenny's post starting "I've never heard of Phlyomortis to be..."
www.phylomortis.com

They're good for resources and RGSS documentation.
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Posted 2004-10-03, 10:52 AM in reply to BlueCube's post starting "Hmm. Attach the game (without RTP..."
I can't really attach it, because I've not been able to do it, so have just left it. I will explain instead.

Game: Octuple Poster
Scene: Battle against Quinttuple Poster
What Happens: Bluecube is at one end of the battle field, the Quintuple Poster is at the other end. In between them both are the forces of Quin against the forces of Cube. I was trying to have just the one event, with a picture of Bluecube (Alex). I would put up the coding, but can't remember it exactly, here's the general gist:

Message: -Quintuple Poster- YOU'LL NEVER BEAT ME!!!
Wait ________
Call event _______

Each call event calls to a force of Quin to disappear, and its "battle-buddy" force of Cube to disappear as they both die from wounds. There are about 30 odd, so this takes some time, with snide comments from both sides to make it more interesting. ONce all the forces are gone, then BC walks over to Quintuple Poster, slash slash, ARGH!! Death etc.

So the original point of this thread was to try and work out how to script in the Call event option to make the battling forces disappear.

The way I tried to get around it was to have the events as Parralel processes, and just kill themselves off when their personal timers ended. Prob was, I kinda mucked it up big style, and ended up waiting for 30 mins just for the first snide comment.

Now I am doing it on RM2K3 it works. Though it would still be nice knowing how to script it in, if you are up to it Blue?
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Posted 2004-10-03, 02:04 PM in reply to Lenny's post starting "I can't really attach it, because I've..."
Actually, having each "event' be a parallel process is a good idea.. You don't need to call them, though - since they're on the field, they can just be called with a Move Event or a switch to make them disappear, really.

--.

Basically, every person that appears is a parallel process, on a two page event. First page is blank, with "Press Key" to trigger it. This will be our "dead" version. The second page is our "Alive" version, with the person in a slashing/firing/whatever motion, trigger is a Press Key again (no code to run), and still no Event Commands. Page 2 Precondition is just a switch like [0101:CubeForce1_Alive].

Basically, you just run down the line from there.

<>Message: Cube: Snide Comment!
<>Set Switch: [0100:QuinForce1_Alive] OFF
<>Set Switch: [0100:CubeForce1_Alive] OFF
<>Message: Quin: Snide Comment!
<>Set Switch: [0100:QuinForce4_Alive] OFF
<>Set Switch: [0100:CubeForce2_Alive] OFF
<>Message: CubeForceGuy: ARGGG
.......
<>Move Event: CubeEvent, Right, Right, Right, Right
Etc.
----

Just have a little "map" of where the events are, and which ones should die. <>Wait commands will work fine for timing in between Snide Comments and such. Just make sure to set



You don't actually have to run code within those events to control what they're doing, luckily. Just use the Master Control Event (whatever you want to name it) to control all other events on the map.
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Posted 2004-10-05, 09:21 AM in reply to BlueCube's post starting "Actually, having each "event' be a..."
I'll try it. If it works, you may have talked me back into rmxp. I'll still try and edit the graphics though.

Or at least I'll be back on rmxp until the next horrible little coding thingy.
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