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Chess in RPG Maker 2003
How can you make it so that when a certain piece is in the proper position, the player can attack, but not through out the entire match. EXAMPLE: pawn moves up 2 spaces, in line 4 from your left. enemy pawn moves up 2 spaces in row 3 from YOUR left. now the pawns are diagonal from each other. NOW they can attack. then after the attack, he can't any more. Thanks for your help! Also need help setting limits for castles and bishops. thanks again.
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I commend you on trying a game like that in Rpgmaker.I started a Poker game once for my game but gave it up after getting lost in branch conditions.Good luck with the chess.
*SUMMON BLUECUBE* (I think that's how it goes.) :) |
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Are you using a "controlling" event, which keeps track of which pieces can be selected at any time? When (0092:P1ON_P2OFF) is on, only white pieces can be selected to move. After ANY move/capture, toggle the switch and now only black pieces can be selected. As to limits, I'd just check to see if the piece's current X position/Y position is within the bounds of the board. You can check this by setting xxxx:PieceX and xxxx:PieceY to whatever the X/Y position is, and checking them against the board. If it's at the edge, it can't move any farther.. |
Ograx, simply search for a Rm2k3 poker game on google. I found one a while back, but never used it.
And that chess game, good luck |
Yeah I seen that poker tutorial it was pretty crappy in that it was five card draw poker.This is the kind of poker where you can only bet in one round and only get five cards that you can't redraw.I was trying to make a a poker game similar to texas hold em which involves alot more rules and options.
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Hallo Draco. Long time no read. I'd advise to use lots and lots of switches, and a lot of common events, so that the events on the board aren't changed. Maybe:
A switch at the start for every piece, saying which can be moved or not: e.g Switch 1: on --> <>If: <>Switch 1: on <>(some weird coding that does not allow the piece to be picked up etc.) <>Else <>(some more coding about piece being able to move). And then a switch turned on when a player has made a certain move: e.g. A2 3 4 5 6 7 8 B C D E F G H Pawn G1 to square E1, turn on switch that says whether it can be taken, and other switches saying what can take it. The only problem with all of the above, is that you'll need hundreds of them for one game. I think I may have just built upon Blue's little explanantion, I don't know, I don't really understand his explanations very often so. Anyway, doubtless that there'll be some way you can set up an event of Universal rules for the moving of pieces, so you don't have lots and lots of codes and branches etc. I'd advise not to listen to me that often though, go with Blue. ----- Edit: Sorry about my little chess board somewhere above, I can't seem to get it right without using a pic, but you get the general idea, yes? |
Thanks for the information, and I'll let you know how it turned out!
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