Don't you just love it, when things work as they should, the first time around :)

Zoltor

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A week ago or so, I found out about a to make the system memorize a char position(I completely over looked the Game Data drop down in the control variables event command), and I was like cool, I'm gonna have to find a use for that.

Well evidently I didn't have to try hard to find a use for it, there was a hickup in my story, that would prevent a char from having access to a very, very important city, that they need to have access to(for side quests galore, and other random things). Basically the party, as well as the city in question are in two different dimensions, and well the party is having a problem going back the same way.

My solution was to make a relic that would open a temporary rift, from which they can send a puppet of them selves or whatnot though(It's not stable enough to send a person though), so they can do what the need to do, in that city.

So I set it to remember Map ID, as well as X, and Y player location, so this way, "nomatter where on the map" you use it to open the rift, you'll return to that exact spot whenever you go through the rift from the other map. It works perfectly(took me less then two min to put everything together). I was expecting this to be one of the hardest items/common events to get working properly too, um nope :)

Just ran further tests to make sure it will work this way, nomatter what map I use it on, and sure enough it works perfectly in that way too(it resets the memorization, every time the item is used, just though of something though, better make the item unuseable in that city or people could get stuck, but that's nothing, I'll just turn off the item switch when used, and turn it back on when they go back though the rift), this is awesome

I love it when things cooperate)if only everything would go so smoothly), this game is shaping up to be kickass.

What things have you been dreading on implimenting, but when you got around to forcing your self to just get it over with, and work on it, it couldn't have gone smoother?
 
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Shaz

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I had wanted to do Dynamic Features for ages, but kept putting it off because of how complex features appeared to be, with so many options, and that (almost) EVERYTHING used them. I was expecting to have huge problems getting it to work. But when I actually sat down to do it, it was surpisingly simple. Didn't necessarily "just work" the first time I tried it - there was a bit of debugging going on - but then it's more rewarding when it DOES finally work :)
 

Zoltor

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I had wanted to do Dynamic Features for ages, but kept putting it off because of how complex features appeared to be, with so many options, and that (almost) EVERYTHING used them. I was expecting to have huge problems getting it to work. But when I actually sat down to do it, it was surpisingly simple. Didn't necessarily "just work" the first time I tried it - there was a bit of debugging going on - but then it's more rewarding when it DOES finally work :)
Cool.

Yea, so true.

Hey now, that's a pretty nifty script you have there, It's shocking Ace doesn't have this by default(you can only disable saving, encounters, formation access, and the menu as a whole, any other feature you would like to disable/remove, you're screwed), and the adding option would be great for scripted fights, this way you don'y need to have special versions of an Actor.. 

I suspect you can use that script to enable an item like armor or whatnot to give access to more then one skill or to change the resistance based on whatever(the condition branch you have dictates)? Yea that's awesome Shaz.
 
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Engr. Adiktuzmiko

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it allows you to add/remove any feature that you can use on the features box. XD


oh well, I guess the projectile script I'm using on CG... or the lighting... or the custom picture placement...
 

Zoltor

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it allows you to add/remove any feature that you can use on the features box. XD

oh well, I guess the projectile script I'm using on CG... or the lighting... or the custom picture placement...
Ok, yea that's pretty awesome(I can image it being used to change how equipment function based on a day/night system or using it to create a equipment upgrade feature).. 
 

Engr. Adiktuzmiko

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the dynamic features? yeah you could...
 
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Shaz

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Hey now, that's a pretty nifty script you have there, It's shocking Ace doesn't have this by default(you can only disable saving, encounters, formation access, and the menu as a whole, any other feature you would like to disable/remove, you're screwed), and the adding option would be great for scripted fights, this way you don'y need to have special versions of an Actor.. 


I suspect you can use that script to enable an item like armor or whatnot to give access to more then one skill or to change the resistance based on whatever(the condition branch you have dictates)? Yea that's awesome Shaz.
I didn't see this until now. Basically there are already ways to do all of this - using states. But I think it's a pain to have to create a state JUST to add something extra and then have to apply that state to an actor. And I didn't want a heap of states showing on my actor profiles when they're not really states, but rather "feature-holders". And I figured one or two others might think the same thing ;)
 

Probotector 200X

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I was gonna come in here and post something like, "But nothing in RPG Maker has every worked for me until like the 4th try..."

Then I saw your example, and I remembered, I managed almost the same thing!

For me, it was a "base" of sorts you could teleport to at anytime. It was mostly for debugging purposes, but I was gonna implement it in some form of the main game. Just three variables and some simple eventing, and bam, it remembered exactly where I was! Naturally, I used the item that teleports you there while I was already there, and couldn't teleport back...but that's just a simple switch. I forgot I did that, and I wonder why I haven't used that feature more...
 

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