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[Resolved]Help with Button Input and Chrono Trigger BS

Hi everyone! I'm a long-time-reader-first-time-poster (LTRFTP), and I have 2 questions about a short game I'm attempting to make.

The first pertains to button input. Specifically, I would like to call a choice when the player pushes the "P" key (for example, once the key is pushed, I'd like to prompt the player with the choice "Are you sure? Yes/No". So my questions is, how to I associate such a prompt in an event with that specific key press?

My second question involves Claimh's Chrono Trigger Battle System script. I think it's great, though I can't seem to figure one thing out. In my game, there will only ever be one party member at a time. When a battle is engaged, a script call must be made to one of either a few preset battle formations or ones that are custom. However, I'd like both the player sprite and the enemy sprite to just stay in their same place, and not be placed by that module. I have no idea how to do this. I've pasted the code for that part of the script:

module Battle_Formation
#------------------------------------------------------------------------------
# [Formations]
# Have more formations and change through them via a script call.
# $game_system.battle_formation = Formation ID
FORM = {
# Set formations here.
# Formation ID => [[actor 1 x,y], [actor 2 x,y], [actor 3 x,y], [actor 4 x,y]]
# A word of warning: though there are 4 actor slots, don't use 4 party members.
# It won't crash but won't show the 4th member.
0 => [[100,100], [500, 280], [560, 220], [600, 300]],
1 => [[480,240], [540, 200], [560, 300], [600, 250]],
2 => [[480,250], [580, 215], [590, 260], [600, 305]],
3 => [[535,240], [540, 300], [595, 245], [600, 305]],
4 => [[510,220], [550, 315], [570, 230], [600, 295]],
5 => [[330,370], [160, 330], [480, 330], [600, 300]]
}

Any and all help would be greatly appreciated. Please let me know if I can provide any additional information that would help things along.

Thank you! :biggrin:
 
Thanks for the reply Brewmeister =)

After copying the scripts to their appropriate places, adding the required dll to the project folder, and adding the statement in the conditional branch, I receive this error message when the game starts up:

Script 'AIM' line 144: RuntimeError Occurred

Loadlibrary: AIinput


This is the line (and section) the error is referring to:

144 InputInitialize = Win32API.new('AInput', 'InputInitialize', 'LLLLL', '')
145 InputRepeatConfig = Win32API.new('AInput', 'InputRepeatConfig', 'LL', '')
146 InputDirConfig = Win32API.new('AInput', 'InputDirConfig', 'LLL', '')
147 InputUpdate = Win32API.new('AInput', 'InputUpdate', '', '')
148 BlockInput = Win32API.new('user32', 'BlockInput', 'L', 'L')

Any ideas? Also, if I post a link to that BS, do you think your keen eye would be able to see what would be necessary to resolve that first question about the battle formation? I feel like it's a quick fix, but there's something I'm overlooking...

Thanks again!
 
Never mind Brewmeister, I got the module to work by using the slightly older version I found (the ALibrary dependent one). That said though, I'd still like to see if my first concern can be resolved. Here is the link to the BS (well, the direct link is in the OP, but I wanted to show you there's nothing fishy with the file on MegaUpload):

http://www.rpgrevolution.com/forums/ind ... opic=34544

The included demo is what I'm basing my project on, and like I was saying before, I'm looking to make it so that there's no battle formation loaded; that is, when the player touches the enemy, they will both remain in the same place when moved to the battle map (again, there will only be one party member). If you or anyone else can't be bothered with it, I understand, but if so, that would be a huge help.

Thank you!!!

UPDATE: Thanks, everyone. I got everything working. Brewmeister, thank you very much for your help!
 

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