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Found 123 results

  1. I am Vectra. The Master Eventor. I've gotten a request from a friend to do this. I did this for someone else a a week ago so i figured I'll make a tutorial for all who wants to know how. Here's what you need: 4 Variables 2 Conditional Branches What are the 4 variables?: X-Coord1 Y-Coord1 X-Coord2 Y-Coord2 Let's say you want to detect the distance between the player and a rock: 1 is Player and 2 is the rock. X-Coord = X coordinate Y-Coord = Y coordinate The multiplying by -1 is so that the number will be positive. In mathematics, distance cannot be a negative number. Due to you X-Coord and Y-Coord check needing to be 1, the system checks for diagonals too. You minus the rock's coordinates with the player's coordinates. If the answer is 1 or 0 then they're touching. If you want it like have it where if the rock is 5 steps away then you simply make the condition branches 5 or less instead of 1 or less. It'll look like this: This checks if it's 5 steps away horizontally and then checks vertically. Wait, but what if I want distance between two events? Then you replace player with whatever. For example, If i wanted the distance between 2 rocks then I simply replace X and Y Coord1 with another event's X and Y Coord instead. If you want to know the distance of more than 2 events then every event added needs 2 variables(X & Y Coord). SUB-TUTORIAL: DISTANCE Only difference is you scrap the Y-Coord PL check and add X-Coord and Y-Coord right before the proximity (which is now distance) check. SUB-TUTORIAL: Projectiles Description: I have left numerous comments (using the "comment" event command) to show you how to create projectiles. You will need extra switches and extra commands which will be shown and explained in the demo. You need to know the above first before proceeding to this. https://drive.google.com/open?id=0B6YgxySqsh57UnNVMHBSLUhybTQ Partial Credit goes to Retnuh If you have ANY questions plz ask.
  2. The title says it all. Is there any way to event or use a plugin to create a skill that has a cool down or one that forces the user to use it again for a few turns on rmmz?
  3. Hi everyone, in my game I have overworld encounters instead of random, but I'm running into an issue with my respawn system. When an enemy is defeated, it turns on self switch D and begins a step countdown that flips a switch once it's done to trigger defeated enemies to turn off their own self switch. The problem is, this system only works on one map. When the countdown reaches 0, only the enemies on the map I'm currently on would come back, which means my countdown could reach 0 but enemies on other maps would stay dead until a countdown happens to end on their map. I've attached screenshots of all the event pages involved. If anyone knows of a way I could globally turn off all D self switches that would be awesome
  4. Lord Vectra

    Vectra's Eventing Empire

    Welcome to my Empire! I am open to teach and/or do eventing systems for you. Created Events Taught Systems Teaching I may also teach you how to event something if you wish to do so. We can do PM , but it is highly recommended that we use Discord or Skype (Skype is the most recommended). When you are satisfied with my service, I will add you under the "taught" list unless you say otherwise. Form: Link to thread (optional): Description: Example (if possible): Would you like GUI/pictures done by me? Art Style (must have a visual example(s))? (If yes on the above question) Slots Slot 1: Slot 2: Slot 3: Slot 4: Slot 5: Slot 6: Slot 7: Slot 8: Slot 9: Slot 10: Rules Do not be afraid to ask for complicated/complex battle systems as that is my specialty. As much as I love talking to people, no message spamming. I do allow multiple requests, but it will be done after all CURRENT filled slots are finished. The order I do the systems in the order of which they were asked. The slots are in that order. When slot 1 is done, I will move all the other slots up by one. So if you're not slot 1, I suggest coming to this thread to see where you're at. Anything I do will be posted here, but you have the right to opt out of this (your request will not be affected). Wait 3 days before asking for the progress. If I am getting really busy in real life, some slots will close (people already in slots will NOT be unaffected), and you will be notified if I need to push back the deadline. Don't be afraid to ask questions. I can do commercial or non-commercial of any game.
  5. Hi there! I'm making a horror game and I noticed alot of people wanted to know how to make a monster that chases you through different maps and I came up with a way that worked for me. I hope you can use my system! NOTE: If you want a video tutorial click here! Switches and Variables The first thing you need to do is make a few switches and variables. Switches Enemy Chase Enemy Appear Variables Player X Player Y Enemy X Enemy Y Enemy Chase Length Enemy Chase Counter (Optional) Life Note: Because my enemy is a robot all my switches are named a little bit differently Setting up your enemy So your enemy event will look something like this If you want the enemy to insta-kill just remove the last 2 lines and replace it with "Game Over" My custom move route is: "Move toward player" "Move toward player" "Move toward player" "Move toward player" "Move toward player" "Move at random" "Move toward player" "Move toward player" Of course settings such as speed move route and the event itself can be changed just make sure you have "Enemy Appear" as a switch. Note: You must have the enemy pasted in EVERY MAP for this to work where doesn't matter Setting up map transferring For your enemy to transfer maps you must have an event that looks like this What the common event "Player X and Y" does is later in this post. What "Wait [Number] Frame(s)" does is for example: When the player enters a new map after 2 seconds (120 frames) the enemy will appear. Note: The set event location is "Set "Enemy" to Robot X, Robot Y" Note: You must have this event pasted in EVERY MAP for this to work where doesn't matter Common Events You will need 2 common events: Player X and Y Enemy First you will need to make the Player X and Y common event what looks like this Make sure the trigger is "None"! Now you need to make the Enemy common event what looks like this This common event is basically a timer. If the time is up the monster disappears. Now let's move on to the last event! Summoning Enemy Of course you need to summon your enemy! This event is only an example. The "Enemy Chase Length" is how many seconds you want the enemy to chase you in this case 25. The "Battle6" BGM is just an example for chase music that's why in the "Enemy Chase" common event there is "Fade out BGM" Note: The "Enemy Chase Length" and "Enemy Chase = On" are required! The rest is optional!
  6. This is a neat little idea that can make your typical boulder-pushing puzzle a little more interesting. It took me a while to figure out how to do this through events (although I'd like to learn, I currently have no ability to script), but I have it sorted now and hope it might help someone else. Hard mode: Multiple boulders and gaps. (<if this anchor doesn't work, just scroll down) Pushing a rock into a gap. First thing's first - create an event that will be the boulder, or whatever your character will be pushing. You also need an area of water or a hole or something of the sort, which the boulder can be pushed into. The gap must be one tile across, the the boulder can act a bridge when in the water. In this case, the player is pushing a boulder into the river in order to get to the island. I added a chest that can only be reached this way, for added incentive. The boulder event will eventually have several pages, but initially, just set up the first event page. The settings should look like this: 'Event Touch' means that the boulder will move when the player stands beside it and pushes a directional button. Other people may prefer setting the trigger to 'Action Button' so that the player must press the 'A' button to activate the movement. You will need to use a terrain tag to label the water tiles. Doesn't matter what number you use, but tag the water tiles you want the player to be able to push the block into. You need several variables for this. Two will store the boulder's current X and Y location on the map, two will store the X and Y location of the position the player is trying to push it to (when they walk up to it, or press 'A'), one will store the terrain tag of the new position. So, let's do some eventing! As soon as the event is triggered, we want the boulder to store its current position in the variables. We can then use conditional branches on which direction the player is facing to determine which direction the boulder is being pushed towards. With this information, we can store in variables the new position. We then get the terrain tag of the new position. If the player is just pushing the boulder over land, the boulder should just move normally as these tiles are passable. We check if the terrain tag is equal to the one you set up for the water. If so, the boulders move route includes setting it as 'Through' which means it can pass into impassable tiles (like water). Self Switch A is then turned on if the boulder has fallen into water. It's not mandatory, but I added an extra bit of eventing here so that the boulder wouldn't reset back to its original position if the player left the map. This only activates if the boulder is in the 'goal' position and the puzzle is solved. Use two conditional branches to check if the boulder's new position is equal to a designated goal location, and if so, turn on a switch. This isn't a self switch, as we need it to link to another event. More on this later - first, let's finish setting up the other event pages on this boulder. Here's what the first page looks like: Page 2 is relatively simple. Once the rock is in place, this page sees when the player is trying to cross over it. It takes note of which side the player is on. Because switch A turns on if the boulder falls into ANY water, we need to check if it is in a goal location first. Page 3 is triggered if the player touches the rock and is facing left. This page must be set to 'Autorun' and the priority 'Below Player'. This is important, because the 'Below Player' priority means that the player will walk on top of the rock, rather than appearing to walk behind or underneath it. The event autoruns and moves the player over the rock to the other side. The switch then turns off, so that if the player touches the rock again, Page 2 runs, which looks at which side the player is on and redirects to the corresponding event page. Page 4 looks exactly the same as this, but is for if the player approaches from the other side. The only difference is that the move route contains 'Move Right' and it's a different self switch. Of course, you can also make boulder bridges which are north-south. So that's it - for the most part. What about Page 5 though? Well, it's completely empty! Remember that part at the end of Page 1 where I said something about getting the boulder to stay put after it's solved? If you want to add this feature, create a second event using the same boulder graphic. Put it in the place where the boulder is 'supposed' to be when the puzzle is solved. The second event contains a copy of pages 2 to 4 of the first event, with an additional condition that the 'Solved' switch must be 'on'. This switch also removes the first event from view. Hopefully this was useful to somebody - it's the first tutorial I've written and I'm not particularly confident in my ability to explain things, hence the use of pictures. Here's a short demo of how this looks in-game. *** Hard Mode: Multiple boulders and gaps! (Uses more switches and variables, but the basic idea is the same). It's here that I must stress the importance of keeping your switches, variables and event names organised. Otherwise, you're gonna have a bad time. Depending on just how complex you want to go, here's the switches and variables you need to use: The good thing is though, that you can re-use some of these for other boulder puzzles you might wanna make in your game and it won't make any difference. Namely, you can re-use the variables in any number of puzzles. The switches must be set up individually for each puzzle though, as they recognise which puzzles have been solved and which rocks have been used, and allow the player to leave the map and the puzzle still be solved. I used 3 boulders when I was figuring this out. You can easily use more than that without it becoming more complex to set up, but you'll need the extra switches and variables. Variables Rock_X_Location - Stores X location of the boulder that the player is about to push. Rock_Y_Location - Stores Y location of the boulder that the player is about to push. Pushing_Towards_X - Stores X location that the boulder is currently being pushed to by the player. Pushing_Towards_Y - Stores Y location that the boulder is currently being pushed to by the player. Terrain_Tag - Stores terrain tag of the location it is being pushed to. Goal_X_Location - X location of first possible solution. Goal_Y_Location - Y location of first possible solution. Goal_2X_Location - - X location of second possible solution. Goal_2Y_Location - Y location of second possible solution. Goal_3X_Location- X location of third possible solution. Goal_3Y_Location - Y location of third possible solution. Switches Boulder1_Solved - Switches on if any boulder has been pushed into goal location 1. Boulder2_Solved - Switches on if any boulder has been pushed into goal location 2. Boulder3_Solved - Switches on if any boulder has been pushed into goal location 3. Boulder1_Used - Switches on if boulder 1 has been pushed into any goal location Boulder2_Used - Switches on if boulder 2 has been pushed into any goal location Boulder3_Used - Switches on if boulder 3 has been pushed into any goal location To give this a sense of meaning, here's the cave where I'm setting up this puzzle: You can see the three boulders. I've named them 'Boulder1', 'Boulder2', 'Boulder3' for convenience. The three 'empty' events are locations where the boulders can be pushed into to enable our hero to cross the water. These events are named 'Solved1', 'Solved2', 'Solved3'. You might notice that it's possible for either of the two boulders near where the hero is standing to be used for either of two goal locations. I have considered this. Let's look at the event pages. This is the first page of Boulder1. If you read the basic part of my tutorial first, you'll notice that the general structure is pretty similar. We check the rock's current position, which way the player is pushing it, it's new position, and the terrain tag of the new position. If the terrain tag is the one for water, it makes a 'splash' and falls in. Then comes the extra bit.... It gets the data for the variables 'Goal_X_Location', 'Goal_Y_Location' etc. from the positions of the events which are at the goal locations. We then need conditional branches to check whether the rock has been pushed into ANY of the possible goals in the area. This is done by using branches of the form: Conditional branch: Pushing_Towards_X = Goal_X_Location Pushing_Towards_Y = Goal_Y_Location Branch End Branch End Repeat this for each goal location. Within these conditional branches, we need to flick on the switches that indicate which boulder we have pushed into the water, and at which goal location. This is why I numbered my boulder events and goal events. If it's pushed into water (as recognised by the terrain tag), self switch A turns on, which is just a blank page. This is just so that the boulder is not able to move if it's in the water (eg. if the player stood at the waters edge and pushed). The reason I didn't use the A switch to allow the player to cross the boulder is because depending on where the boulder is placed, it might form either an East-West bridge or a North-South bridge. As such, this movement is tied to the 'goal' events which appear when the rock is moved into place. ((I used 'empty' comments for the sole purpose of spacing this out into sections so it looks neater and was easier for me to work on)) This event above is Boulder1. The other boulders look exactly the same, except that the switch turned on when they fall into place is 'Boulder2_Used' or 'Boulder3_Used', etc. etc. for however many boulders you have. ((My switches for this include the area name, in case I later want to use a similar puzzle on a different dungeon)) Okay, this has probably been slightly confusing. I'm trying hard to keep it as organised as I can and sometimes I have to look back and think things through again. Hopefully looking at the other pages of the events will help all these switches and variables make more sense. This is pages 2 and 3 of the boulder events: Page 2 is empty and is triggered whenever the boulder falls into water. It's just there so that it stays put and acts as an unmovable object. Page 3 is triggered when this particular boulder has been pushed into a goal location. It makes the original boulder event invisible. Now let's finally get to these 'goal' events... Page 1 is blank and has no image. Because having a crossing before a boulder has been pushed here would defeat the purpose. So, page 2... Looks rather familiar, huh? It's the same eventing as you may remember from the basic tutorial here, which triggers a self-switch when the player touches it and allows them to cross in a certain direction. This activates if the switch 'Boulder1_Solved' is on. Not to be confused with 'Boulder1_Used'. The 'solved' switches correspond to the goal or solution locations, and can be triggered by any boulder if it is pushed into the goal location. Then as you may guess, the B and C self-switch pages are exactly the same as before. .... done. Finally. Let's see it in action!(unfortunately without the pretty mapping this time)
  7. I'm fooling around with the idea of using some massive monster sprites like the attached image *from breath of fire 2). In the scene, the player would enter a dark room, and not be able to see the dragon/demon or whatever, and when the lights come on, realize that half the room is occupied by the thing's upper body, with a stepping animation cycling. Anyone have any ideas about any good ways to do this? like maybe linking custom aligned sprites or with a scripts and a parallax background pushed to the foreground? Any ideas are welcome.
  8. I've created a multi-map dungeon, and I would like to set it so that once a player leaves the dungeon completely, all of the enemies inside respawn. However, I'm also using the Sapphire Battle System, so it's making things a little bit more complicated. The way I have enemies set up right now is this: Event Page 1: SAS Enemy battle, turns on Self-Switch A when defeated Event Page 2: Death Animation, gives player gold, turns on Self-Switch B Event Page 3: Nothing If I use erase event, then the enemies respawn when the player leaves the screen, but there are multiple maps in the dungeon. I would like the enemies to respawn only after the player leaves the dungeon. There's got to be some solution involving switches or variables when a player enters or leaves the dungeon, and I'm hoping it's not literally creating a separate switch for each enemy, I just can't think of a good solution right now. Any help would be appreciated!
  9. lonequeso

    Puzzles!

    ****EDIT**** x 5 I added another one to the list I've been playing around with different puzzle ideas to add into my game. I posted a bunch that I'm already using so feel free to use them if you like 'em. I just added other ideas some other ppl added.
  10. hello. i am starting out rpg maker vx ace and im running into the following issue: my screen size (using yanfly's ace core engine script) is 640x480, and i want to show a picture full screen, like a chapter cover. choosing upper left x=0 y=0 or center x=320 y=240 yield the same result: https://gyazo.com/799fa1eb952a68344ee1481bc5ab9f16 can anyone help me fix this? i dont have any issues with the title screen or game over pictures, so far only with the show picture command.
  11. So I have an event where the main character of my game meets two other characters. Those two characters then walk off screen and are supposed to have exited the room. The thing is though that I can't figure out how to make them dissapear since I have them as events. The main event where they have a conversation stops, but then as my main character walks to the exit, they're still there. Help please!
  12. Hey guys! So, typically I just browse and browse and browse until I finally find something that gets through my thick skull and makes it so painfully obvious I can't miss it, but with the current circumstances I don't have the time to sit at my PC and do that. So I figured I would finally cave in and actually ask for help. So, I'm still relatively new to RPG Maker, but I've gotten a pretty good handle on everything except events. My biggest problem is common events. I spoiler'd all my images just because they're relatively large. So, basically whats happening is - I need to make a step counter. Now, I've found posts about the built in step counter and it works. So I guess actually my problem isn't the steps. I can make a normal map based event and set it up like this: Which successfully activates my other event: but when I put the exact same code in a common event, for the life of me I cannot get it to work. I'm not 100% sure what the condition switch is and I can't find any kind of documentation on it to help me either. The way I understand it is that since its on Parallel Process it should just run in the background. But it doesn't seem to do that for me. It's clear there is another step I need to take with common events but idk what it is and I can't seem to *easily* locate anything on what it is. Please and thank you for any help you can shed on the subject to help me out >.< Jusblazm, out.
  13. OpenYourEyes

    Making a guard?

    Hi! I wanted to make a bridge with a guardian (screenshot related) and I have a little problem with making an event. I want make him to block the way until you pay some gold. I've actually made the part with gold, but I can't make him block the way. I want him to change his place everytime you try to cross the bridge (He should block all three places - His actual place, his left and right when you are trying to go through without paying). Some suggestions? Sorry for any mistakes, I'm not so good at speaking English.
  14. So there is an event I want to put into my game but have never seen anyone mention before, likely because I don't know the name for it. In a few games (the Pokemon Mystery dungeon or Pokemon Ranger games for example) party members seem to kind of phase in with the player. They often either stay that way or reappear when the player starts walking. I'd like to add this effect to the door event, but I'm unsure how to approach it.
  15. I'm relatively new to RPG Maker, although I have played with it in the distant past. Recently, I decided to make a fan game based on another game (of which you'll probably guess based on my screencaps) and I've run into a problem. I'm trying to make a cut scene, and my NPCs won't obey their set move routes. Well, only the last one, actually -- the first three worked fine. She is supposed to exit the train and run forward. Instead, she appears in the train, indicating that her event was triggered to begin, but then she just stands there. Both the train and the NPC are set to "through" so that isn't the issue. This is literally the first thing that I've done, so if there's a problem in the code, it'll be in this section. Code below the spoiler tag. Can anybody help me out? I've read numerous tutorials and browsed forums for ages, and I couldn't find anything. I'm sure it's probably a simple fix, but I can't figure it out on my own. Thank you in advance.
  16. I had just discovered something a few seconds ago. Let's say you want to know how many HP Potions one has. Go to Control Variable Click on Game Data Go to where it say items pick HP Potion and you done Didn't know Ace had the feature, thought it was a new feature in MV but I was wrong. I can't believe how long it took me to discover this. Well, there you go. If you need any extra help, don't be scared to comment
  17. So I decided to make a world map(fast travel thingy) without the use of script, I didn't use one simply because of GUI issues(Script related). So I did it with events, it went so great until I hit a very hard wall. I don't know if it's engine related or maybe I just did something in the events. There are a total of 24 locations in my project and in turn there are also 24 images(I used images) and the problem is that when I reach the 13th conditional branch it just stops there, I can't access all other locations, watch the video below to see a broad view of what the problem really is. https://www.youtube.com/watch?v=eWA0_MDaKZw What I did was create a conditional branch which would be this: The only thing that comes into my mind that there must be a limit as to how many conditional branches you can make. (Probably not) If I didn't explain enough, you can download an empty project below with those conditional branches. (Of course I won't include the images) Download Here: https://www.dropbox.com/s/kx9e340yyza8tqo/Project1.rar?dl=0 I seriously need some help here
  18. I am trying to make a moving obstacle that ends the game if the player touches it. The problem is, the script only activates if the player actively moves into it. Since you are supposed to dodge it, I want to fix this. I have tried changing the event trigger between player touch and event touch, but the effect still stands. Am I doing something wrong or is this outside the program's capabilities? Images for those who want them: The script: http://i.imgur.com/oyCLuzd.png Standing and waiting for it to hit me: http://i.imgur.com/4flG4vN.png Moving into it. You can see the character is facing a different direction: http://i.imgur.com/ZQZ1N0i.png Any help would be appreciated.
  19. I can't seem to find it anywhere, is this a thing or is it not doable(without scripting)? I have menu disabled and an item to save and quit, just can't figure out the inventory.
  20. i used a event to give key item, i chose item 7. absolutely nothing happened, other than losing the item. any help would be amazing, as you can probably tell, this took me quite awhile to do.
  21. So, I don't know if it's normal for most to do this, but it seems I have to put events in front of certain tiles for them to work, instead of actually on it. Let's say there's a tile of a crate. When you interact with it, it'll do something. Like this: http://i.imgur.com/RIHwcyh.png However, this doesn't seem to work, and I have to put the event on all four sides of the tile (depending on what's around it) in order to run that script. Does everyone do this, or is there something I'm doing wrong?
  22. i have an event for the pet with multiple pages: page 1 is blank with variable 13 as 0, page 2 is for an egg and v[13] is 1, hatched is 3 and so on. i can get the egg and hatch it no problem, but it disappears after a few seconds. this is my event for the lifecycle so far can anyone tell me what i did wrong?
  23. Note: I'm using RPG Maker MV so I need something compatable for this~ Thankies~ Hey guys~ A feature I'm adding to my game is Inn's - that place everyone spams to get cheap healing when they wanna grind, yadda yadda. I wanted to add a little extra to that though. I always find it weird that a room always cost the same no matter how many party members you can on you. I am adding the feature that the Inn itself will have a charge (say 5 gold for the first one), and if you have 3 party members, I want that to be 5G x 3. I was trying to make variables and then use those - and although I got the variables set up for Party Members, I'm not sure hot o go about doing the math for it. Any ideas on how to implement this? Thank you for any help/feedback in advance ^^ ~Takeo EDIT I also need to be able to add that number as a conditional branch to check for how much money the party actually has - to check if they can afford the stay.
  24. lonequeso

    Lock Screen?

    I was wondering if there was a way to lock and unlock the screen. As I'm sure you know, the screen scrolls automatically when the player walks far enough in a direction. I have an event where I need to disable that temporarily. How would I do that?
  25. Hello, I am wondering if there is any method to make a variable that stores the player's PREVIOUS X,Y coordinates from the time a switch is activated? I know you can have a parallel process running for player x,y location in a variable that activates an event when you are within the parameters of the event, but if the page were to switch, does it store the last known data in the variable or is it cleared? If it is stored, can I have an NPC move to that location? How would I call the data from that variable to make an NPC move to that location? Thanks for any help!
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