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Question FFVII Style Game!
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Posted 2004-11-12, 03:22 PM
I'm looking for an example of final fantasy 7, I'm talking about the whole materia, limit bar, summon magic and everything, so I can start a game up with my own storyline. Whom ever is able to help me will be given a great deal of credit on the game even though it will be completely fan based and I plan on not making a cent off it.
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buulecoom is neither ape nor machine; has so far settled for the in-betweenbuulecoom is neither ape nor machine; has so far settled for the in-between
 
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Posted 2004-11-12, 03:58 PM in reply to buulecoom's post "FFVII Style Game!"
If you think that can be done with RPG Maker, you've got the wrong idea. Nothing complicated here, you EQUIP WEAPON and USE POTION. You can CHANGE JOB too, but that requires a custom-coded menu for some reason. It's more of a FF5 type of thing, though most come out as "complicated" as FF4 since people seem to hate coding.

I'm not sure if you're just looking for a FF7-alike that you can plug your own story onto, but most people gave up on remaking FF7 a long time ago, since they'd have to recode basically every part of the game anyway.

Again, stick to FF4-FF6, those are mainly possible with RPG Maker (well, except the Esper system in FF6, but that could be coded by someone willing to destroy himself/herself for a game)
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BlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzBlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
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Posted 2004-11-13, 03:08 AM in reply to BlueCube's post starting "If you think that can be done with RPG..."
I understand there would be customizing, but the main thing I want in my game is the summon creatures and not random creatures. Something like set creatures that you can find in the game. But this is the tricky part, the actual summoning of the creature. It has to make it so that the regular characters disappear, but that they still get the experience after the defeat and also I want it so the summoned creature can gain experience as well and grow stronger. So basically I think I'm looking for more of a Final Fantasy 10 style then a FFVII style. All I need is an example to get me started.
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buulecoom is neither ape nor machine; has so far settled for the in-betweenbuulecoom is neither ape nor machine; has so far settled for the in-between
 
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Posted 2004-11-13, 11:27 AM in reply to buulecoom's post starting "I understand there would be..."
Not a blinking clue whether this would work, but, we've got a master to tell me, and you, whether it would work for you to use it.

Read carefully, you too Blue.

First of all have the 'Summons', as actual characters. You'd have to either: a) create your own chara- and battleset for them, or use existing ones, or b) ask Aurvian what he can do. Throughout the game, you will need to get these 'Summons' and add them to the party. Which is pretty obvious. I don't know which program you're using, so I'm gonna try instructions with RPG2K3.

Go into the database, then battle layout. To the far top right of the screen you will see the battle options. To the far left, the characters. Select your Summoner, and turn your attention to the far-right of the screen. Click the SET button, go to Array, a the bottom of the new screen and make it so that the array is one more than it is already. Call this new array Summon. Under archetype to the right, choose LINK TO EVENT. Now go to the COMMON EVENT part of the database. Make the common event so that it gets rid of the current party members not needed, and has the summon. Then go to the M. GROUPS screen. The bottom middle of the screen should be a little event menu. Click the ... next to the trigger part. Right at the bottom should be two Hero sections. Chose the bottom one. Chose the summoner and the summon command. OK that. Then in the event menu, chose Call Common Event. You will need to do this with every monster group etc.

When I have the time I will post the pictures showing how to do this. Or if someone else is willing to, then please do.

In theory, in think this should work, But in practice it may not.

If it doesn't, then you'll have to try something else.

Have fun.
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Lenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basics
 
 
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Posted 2004-11-13, 05:11 PM in reply to Lenny's post starting "Not a blinking clue whether this would..."
Yeah, that's basically how you do it - but you'll need more battle event commands to allow for the "other characters get EXP too" part, and to actually take away the party/put them back.

Basically, when summoning, you'd:
Code:
"Summon command used" event:


<>Comment: --------------------------------
<>Comment: Monster appears here, so there's no delay between
<>Comment: executing the command and the effect
<>Comment: --------------------------------
<>Remove Summoner from the party
<>Play Battle Animation (Nice entrance effect)
<>Add selected monster to the party
<>Comment: --------------------------------
<>Comment: For the party's EXP gain if the monster gains any EXP
<>Comment: --------------------------------
<>Put the summoned monster's EXP into a variable
<>Turn switch "xxxx:MonsterSummoned" ON
<>Comment: --------------------------------
<>Comment: Now call a general "get rid of party" event
<>Comment: --------------------------------
<>Turn switch "xxxx:GetRidOfParty" ON



"Get Rid Of Party" event:

<>Comment: --------------------------------
<>Comment: Remove Heroes and store them for putting them back later
<>Comment: --------------------------------
<>Is hero "Steve" in the party?
   <>Turn "xxxx:SteveWasHere" ON
   <>Remove Steve
   <>
:Else Handler
   <>Turn "xxxx:SteveWasHere" OFF
   <>
:End
<>Comment: -----
<>Is hero "JoeBob" in the party?
   <>Turn "xxxx:JoeBobWasHere" ON
   <>Remove JoeBob
   <>
:Else Handler
   <>Turn "xxxx:JoeBobWasHere" OFF
   <>
:End
<>Comment: --------------------------------
<>Comment: Make sure it doesn't infinite loop, that would be bad
<>Comment: --------------------------------
<>Turn Switch "xxxx:GetRidOfParty" OFF
At the end of the battle, a common event (which I haven't posted here) would check that switch and see what the difference between the monster's current EXP and the variable - if it's different, add the difference to the party's EXP. Of course the "Monster Was Summoned" switch would also re-instate the entire party based on the
"GuyWasHere" switches. This common event should be rather easy to do, just make sure it auto-starts based on the "xxxx:MonsterSummoned" switch.

Edit: This also assumes that there's only one summoner. If there are more, you'll have to remove the party before adding the monster. There's also the whole "Each monster is going to have its own trigger and command in your command list, and these events will all have to be in each monster encounter" thing, but that much should be obvious. With more than one monster able to be summoned, you'll have a command list like this:

Fight
Magic
Item
Run
Summon1
Summon2
Summon3
Summon4
Row

So it's going to get messy. This will also marvelously screw up the party's order because at the moment I can't think of a way to know the party member's position and store that for later.

Last edited by BlueCube; 2004-11-13 at 05:29 PM.
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Posted 2004-11-14, 06:45 AM in reply to BlueCube's post starting "Yeah, that's basically how you do it -..."
Could you not have the common event put up a choice menu for which summon, instead of diff. summon options for ecah summon (Summon 1, 2 etc.):

Trigger: Hero Summoner uses Summon command.

Call common event: Summon

¦
¦
\/

Message: Which Summon would you like to summmon?
Show Choices: Fred/Bill/Sophie/Jen

etc. - no need to write it all out, you know how it works, though buule doesn't. nnh, we got print screens.

In each choice handler, could you then put the getting rid of members etc.

But then you'd also need a switch before that for each monster, to be turned on when you get them. Oh sod it, I'm using a print screen.

Oh sod it again, the screen won't fit in one.

Looks like I'll write it out then.

Code:
<>Branch if Switch [0001:FredSummon] is ON
<>Show Message: Summoning Fred
: Else Handler
<>Branch if Switch [0001:Fred/BillSummon] is ON
and so on. With the Message Who you wanna summon, and the choices.

You'd need to have a Switch for each Summon:

0001:FredSummon --> When have only Fred in party.
0002:Fred/BillSummon --> Fred and Bill in party.

And so on. And if summons disappear in the game, say are captured, you'd need switches for whatever.

I can't remember who I'm talking to. Is it Blue, or buule??
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