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Original Source
- Original title: Scanning System Without Scripting
- Original author: Vez'nan
- Original date: January 11, 2015
- Source thread: https://forums.rpgmakerweb.com/threads/scanning-system-without-scripting.35787/
- Source forum path: Game Development Engines > RPG Maker Tutorials > RMVXAce Tutorials
Summary
Hello and welcome to: [IMG]http://forums.rpgmakerweb.com/uploads/monthly_01_2015/post-55854-0-66543400-1421660553.png[/IMG] In this topic,I'll teach you how to make a scan system without scripting or complicated stuff.Without further adieu,let us
Archived First Post
Hello and welcome to:
[IMG]http://forums.rpgmakerweb.com/uploads/monthly_01_2015/post-55854-0-66543400-1421660553.png[/IMG]
In this topic,I'll teach you how to make a scan system without
scripting or complicated stuff.Without further adieu,let us
begin,shall we?
STEP 1:
Make like,16 variables:
1.Enemy A Hp
2.Enemy B Hp
3.Enemy C Hp
4.Enemy D Hp
5.Enemy A Mp
6.Enemy B Mp
7.Enemy C Mp
8.Enemy D Mp
9.Max Enemy A Hp
10.Max Enemy B Hp
11.Max Enemy C Hp
12.Max Enemy D Hp
13.Max Enemy A Mp
14.Max Enemy B Mp
15.Max Enemy C Mp
16.Max Enemy D Mp
STEP 2:
Make at least 1 common event.
Make a switch=17.Battle Scanning ONN
Type in:
"column 1:Control Switch:17.Battle Scanning ONN"
STEP 3:
Make a skill called 'Scan' or 'Libra'
Add the effect located at the left of the skill,
put in Common Event : [scan Common Event ID]
STEP 4:
At every troop slot,make 1 event and
Example:
"column 1:Control Variable:1.Enemy A Hp: Enemy 1's Hp"
^ ^ ^
Make it to the all 4 enemy hp variable
The 'Enemy A Mp' variable, just copy the same
at the up as I did but change the "Enemy 1's Hp" to "Enemy 1's Mp"
If you don't understand see this:
Protected download
Then you shoud make a text like this:
\c[6]Slime A\c[0] \v[Enemy A Hp Variable ID] / \v[Max Enemy A Hp Variable ID]HP \v[Enemy A Mp Variable ID] / \v[Max Enemy A Mp Variable ID]MP
\c[6]Slime B\c[0] \v[Enemy B Hp Variable ID] / \v[Max Enemy B Hp Variable ID]HP \v[Enemy B Mp Variable ID] / \v[MaxEnemy B Mp Variable ID]MP
This one is very important.At the bottom,control the "Battle
Scanning ONN" Switch to Off.
STEP 5:
You're DONE!!!
Check out mine:
Protected download
Protected download
Pretty awesome huh?
I also used Theolized's Enemy Class and Level
Search them in Google if you want them.
Protected download
[IMG]http://forums.rpgmakerweb.com/uploads/monthly_01_2015/post-55854-0-66543400-1421660553.png[/IMG]
In this topic,I'll teach you how to make a scan system without
scripting or complicated stuff.Without further adieu,let us
begin,shall we?
STEP 1:
Make like,16 variables:
1.Enemy A Hp
2.Enemy B Hp
3.Enemy C Hp
4.Enemy D Hp
5.Enemy A Mp
6.Enemy B Mp
7.Enemy C Mp
8.Enemy D Mp
9.Max Enemy A Hp
10.Max Enemy B Hp
11.Max Enemy C Hp
12.Max Enemy D Hp
13.Max Enemy A Mp
14.Max Enemy B Mp
15.Max Enemy C Mp
16.Max Enemy D Mp
STEP 2:
Make at least 1 common event.
Make a switch=17.Battle Scanning ONN
Type in:
"column 1:Control Switch:17.Battle Scanning ONN"
STEP 3:
Make a skill called 'Scan' or 'Libra'
Add the effect located at the left of the skill,
put in Common Event : [scan Common Event ID]
STEP 4:
At every troop slot,make 1 event and
Example:
"column 1:Control Variable:1.Enemy A Hp: Enemy 1's Hp"
^ ^ ^
Make it to the all 4 enemy hp variable
The 'Enemy A Mp' variable, just copy the same
at the up as I did but change the "Enemy 1's Hp" to "Enemy 1's Mp"
If you don't understand see this:
Protected download
Then you shoud make a text like this:
\c[6]Slime A\c[0] \v[Enemy A Hp Variable ID] / \v[Max Enemy A Hp Variable ID]HP \v[Enemy A Mp Variable ID] / \v[Max Enemy A Mp Variable ID]MP
\c[6]Slime B\c[0] \v[Enemy B Hp Variable ID] / \v[Max Enemy B Hp Variable ID]HP \v[Enemy B Mp Variable ID] / \v[MaxEnemy B Mp Variable ID]MP
This one is very important.At the bottom,control the "Battle
Scanning ONN" Switch to Off.
STEP 5:
You're DONE!!!
Check out mine:
Protected download
Protected download
Pretty awesome huh?
I also used Theolized's Enemy Class and Level
Search them in Google if you want them.
Protected download
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