Jump to content

Rinobi

Member
  • Content Count

    30
  • Joined

  • Last visited

About Rinobi

  • Rank
    Advanced Member
  • Birthday 06/06/1991

Profile Information

  • Gender
    Male
  1. Rinobi

    Message Width and Position

    Problem solved.
  2. Rinobi

    Message Width and Position

    Thanks, I'll go check it out now.
  3. Rinobi

    Message Width and Position

    Bump...
  4. Actually, the order of the maps has nothing to do with how your game plays out. You have to set up transfer events manually, so it doesn't really matter what order they're in when you're using the editor. It's for organization purposes only, it will have no effect whatsoever on how your game actually progresses.
  5. Rinobi

    Monster Targeting and \n[#] questions

    If you tell us exacty what your skill does, we may be able to provide an alternate solution.
  6. Rinobi

    Monster event help

    I made an example scene... Here's my setup. As you can see, there's some important guy accompanied by two ninjas. Those two blank events you see just to the right of them, will be where the monsters show up. Ignore the stuff further to the right, I used those in eariler examples. For the monsters, the fist page is blank, the second only contains the monster graphic, and that's it. If you want the player to be able to talk to these NPCs after the scene, just add some dialogue here. Same goes for the Ninjas. And here's the scene. This scene is activated by talking to the "important guy in the middle". We can also have this event Autorun When the scene ends, the player will be able to move around. I end this scene with a Self Switch. The switch brings this event to page 2, which contains the same "Important guy" graphic but nothing else. If we want the player to be able to talk to these NPCs(events), we just add dialoge to their event pages seperately. The "Important guy" for example, would have his dialogue on page 2, because we've already switched from page 1 by the time the player can move.
  7. Rinobi

    Monster event help

    On that last event page... Control Switches: [Event Monsters] OFF Control Switches: [Event Monsters] ON You turned the switch back on. Also, Break Loop won't do anything unless you're using a Loop on that event page. (But I see what you were trying to do.) If you want to stop an event from running, the best way is to create another event page with a blank event, and use a Self Control Switch at the end of your event in place of your Break Loop. It would look something like this Text: "At last we found you, prepare to die!" Control Self Switch: A = ON (Then have your blank page require that this switch is ON) It would be a lot easier if this entire scene were on one Event. This saves you a lot of trouble. Remember that you can control the dialogue and movments of every event on the map from a single event.
  8. Rinobi

    Need help Creating a custom Skill.

    I gave this a try and came up with this skill formula. a.add_buff(0, 2); a.add_buff(0, 2); a.add_state(9); b.add_state(12); a.hp += 1000 Type: HP Recover Scope: One Enemey. I couldn't change the mhp directly from the skill formula, so I used the Max HP buff instead and set it to be removed after a couple turns. State 9 is the Guard state, State 12 is Provoke. At the end, I had the formula restore 1000 HP. If I knew exactly how much HP the default buffs added, I would set the restored amount to that value. (By default, buffs only stack twice, but there is a script that changes this, unfortunately I don't remember which.) I hope this at least helps out.
  9. Rinobi

    Monster event help

    Sorry, I just meant, after the dialogue have your switch set to ON(So that your monsters appear), then start up your move route. Text: "Blah blah blah, On no monsters!" Control Switches [0001:Monsters] = ON Set Move Route: NPC1 : :$> Some directions Set Move Route: NPC2 : :$> Some directions Set Move Route: Monster1 : :$> Some directions Set Move Route: Monster2 (Wait) : :$> Some directions You get the idea...
  10. Rinobi

    having trouble with an event

    Check my previous post.
  11. Rinobi

    having trouble with an event

    Yes, but I don't recommend changing the tilesets from thier default settings. Instead, try adding events to the places where the player will be able to walk on the roof. Placing an event over a normally inpassible tile, can make it passible without changing the default settings. I can't go into a lot of detail about this without setting it up myself, but it's certainly doable. You will also need events that stop the player from walking on or off of the roof from anywhere but the ladder. I made a very similar event that involved a bridge not long ago, I'll see about getting some example screenshots for you. Edit: Okay that took less time than I thought. Here we go. I'll be using Region IDs because I don't like dealing with global switches... First we set Region ID to a Variable, we'll need a small Script for this. ((Edit: It should be Set, not Add. A minor mistake on my part.)) Now we need to place the Region ID number over the tiles we want to be passible. We'll need this to prevent the player from simply walking off of the roof. Now lets set up some events just outside of the rooftop (In areas we don't want the player to be able to move to) Now when our Variable(Location in my case) is equal to the Region ID we placed on the roof(1 in my case) Self Switch A will be activated. Remember to set this event as a Parallel Process, and check Through(just to be sure). The next page will look like this. Notice that I set the Priority to Same as Characters, and that Through is unchecked. This event will now act as an invisiable wall to block the player from moving onto this tile. As for our Conditional Branch, it checks to see if Region ID is equal to 0, which means the player is no longer on the roof. This is important, because we don't want invisible walls around the house when the player is just walking by... Remember to set this to Parallel Process. Now just copy and past this event around the roof, like so. The events that are on top of the roof itself are different, I'll explain that next. Now we just need to make the normally impassible roof, passible with events. Not much to this one, it's basically just a blank event with Through checked. This is all you need to make normally impassible tiles, passible. Just place these on the roof. I think that about covers it, Happy Eventing!
  12. Rinobi

    having trouble with an event

    Simple. Have a Conditional Branch check to see if the player has a axe hammer equiped. Edit: Not sure why I said "axe" lol Create two variables that are set to equal the number of wood and nails in the party's inventory. Inside of your first Conditional Branch, have another branch that checks to see if the player has 4 or more wood(using the wood variable). Inside of that Conditional Branch, create another one that checks to see if the player has 6 or more nails in their inventory(using the nail variable). If all of this is true, the player can repair the building. Afterwards, the required matierals are deducted from the player's inventory.
  13. 1. Well... Moving maps inside of maps is a good way to organize, but I see your problem. If you want to move a map outside of another map, just drag it to the very top of the list where you'll see a cube with your project's name. This will move that map to the bottom of your list. Unfortunately, I don't think there's a way to move your maps around as you please. You could always create dummy maps with category names to store your maps in. Or you could do things the hard way, and keep dragging your maps to the top of your list until they're in the right order. 2. If iyou're wanting to erase something from the B layer, there should be a blank tile at the upper left of the box. You can use that as an eraser for everything beyond the A layer. As for the A layer, just use another tile to draw over it. (There's also a blank tile somewhere in there) 3. That's for events only, select an event on your map and it will be usable. It's a lot easier to just tap DEL on your keyboard or right-click and delete an event though... 4. There is a Keyboard tab next to the Gamepad tab that tells you which keys they're bind to.
  14. Rinobi

    Monster event help

    I usually use screenshots for this sort of thing but, It's 3am... First create all of the events that will be in this scene... Next, you want to hide your monsters from view by setting up a blank event page. This should be the first event page... The second page should contain your monster's graphic. Personally I don't like to use switches(self switches are fine though.), but it would be easier to explain. Have your switch activate after your perfered dialogue. Now go to the event pages that contain your monster's graphic, and set them to activate when said switch is ON. Now we just need to use Set Move Route to move your actors into play. If you want everyone to move at the same time, make sure you uncheck Wait For Completion at the bottom of the Set Move Route window on all but the last Set Move Route in your event. All of your Set Move Route commands should be in the same event as your dialogue and Switch. I know things are easier said than done, so if you can't figure it out, and no one has done a better job answering this. I'll set this up this scene, and walk you through it with screenshots.
  15. Rinobi

    Monster Targeting and \n[#] questions

    I had this problem way back when I was trying to figure out how to impliment a guard smash skill that removes guard and stuns the target. (This was well before I learned about using IF statements in skill formulas) It's a little tedious to set up, but since it's a common event, it will work with anyone that uses the skill. If you wanted enemies to use this skill, you would have to make a seperate common event and skill for them. I don't like to use scripts for stuff like this(Because I'm stubborn) First you need to create a "Target" state. This will make sure we have the correct target when the skill hits. Set up a common event that looks like this. You may want to save a template for later use. This common event checks all possible enemies for the "target" state, then checks to see if the targeted enemy is guarding. If both conditions are met, the enemy is stunned and their guard state is removed, leaving them defenseless. (I forgot to do this in the example, but remove the "target" state before your common event ends, to avoid obvious complications) Edit: Actually, just set the "target" state's Auto Remove Timing to Action End. Now for the skill... We use this skill to bring it all together. Make sure your skill adds the target state before calling the common event. This can be used in many ways to make some very interesting skills. Happy Eventing! Edit: Also, if you wanted your enemies to use this skill effectively, create a switch that activates when a party members uses guard. This way, we can use a similar setup that tells the enemy exactly when and who to use this skill on.
×