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Found 123 results

  1. 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?
  2. 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
  3. 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.
  4. 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!
  5. 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.
  6. 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.
  7. 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!
  8. 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.
  9. 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.
  10. 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.
  11. 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
  12. 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.
  13. 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
  14. 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.
  15. 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.
  16. 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.
  17. 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?
  18. 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?
  19. 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.
  20. 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?
  21. 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!
  22. Im very new to RPG Maker Vx Ace (like a few days new) and I'm loving it! but I'm having trouble with some of my Event ideas, idk how many times I thought I knew the answer and failed. Anyways, 2 questions, 1. how can I make it to where when I talk to a random route char that at the end of it (if the player answers the right way) that event char joins my party, and ceases to be on that map when i return there? and 2. how do I set an event to start when I step on a select tile for the whole "I caught the 'bad guy' scheming now lets hear the plan and fight" kind of scenario? I'll greatly appreciate any helpful feedback, I can't believe this software's ability to bring such joy and at the same time put me through such annoyance at my incompetence xD
  23. Hello everyone~ ^~^ I'm just wondering if I could make an event or a common event that makes the players HP and MP go down by 1 for every step they take? The idea is, I don't want a % decrease but rather an exact 1 HP/ and MP lost I want the player to receive a game over if either the HP or the MP goes down to zero. Since my idea is that the player traverses into two dungeons, the first dungeon reduces HP while the second reduces MP. Any help would be appreciated meow ^~^♥
  24. so i'm totally new at this and i'm watching this tutorial to get started. I've done everything exactly as the guy in the video does it, only when i walk up to my NPC, the guy doesn't talk. I've opened up the keyboard controls and made sure i pressed every button listed and still nothing happened i can get the in game menu to pop up (character name, level, items ect) and i can walk so i don't think it's a key mapping issue. any ideas would be greatly appreciated!
  25. So yeah, Maki here! How's your day? I hope it's great! If it isn't, then I wish for a better day, and I hope this writing can help lift up your mood! Somehow. Anyway... "Trapper Classes" have been a niche element in quite a number of games, from traditional RPGs, tactical RPGs, RTSs, MMOs, and even MOBAs. Some are more practical than the others, Trappers and their annoying arsenal of traps are usually associated with a more traditional RPG Class, the Ranger class. Ranger is one of those class that have much difference between its iterations in many RPGs. In Final Fantasy Tactics A2, Rangers can wield daggers and bows, has the ability to set traps and can "mirror" items to use against the enemies (Phoenix Dawn that kills, Remedy that inflicts status effect, etc.); on the other hand, Rangers in Phantasy Star Online 2 can wield Rifles and Grenade Launchers, has the ability to set traps and can load special bullets to their Rifles (Weak Bullet to cripple enemies, Bind Bullet to Stun enemies, etc.). Back to Trapper! This tutorial aims to help RPG Maker users who wants to emulate Traps in their RPGs. And while the title mainly says "VX Ace" and this tutorial would use that engine, I believe this can be done in "close neighbor" RPG Makers such as VX and MV. Well, so we're gonna make traps, right? But first, we need to think what kind of trap we're gonna make, and how the "trap" mechanic is handled in our games... In this tutorial, we're gonna make this trap: Mine Trap >Explodes upon contact, dealing damage to all enemies. >If more Mine Traps are laid, the damage would be greater when they are triggered. >Once the trap(s) are triggered, all of them would explode. >The player would have a skill that could force-donate the Mine Traps. The Trap Mechanic: >Traps are treated as Items. >The player has the ability to see the amount of Traps they have laid. >The traps trigger depending on the enemy troop's "intelligence"; the smarter the enemies are, the harder it is for the traps to trigger. Yosh, let's begin the main part! For this, we're gonna need these stuff: 1. Variable to count the amount of traps you have laid, let's call it "Mine Traps". 2. Variable to count the enemies' intelligence, let's name, let's call it "Troop Stupidity". 3. Variables to do the trigger calculations, let's call them "Trigger RNG" and "Trigger Modifier". 4. The Trap Item, properly call it "Mine Trap". 5. The "execution skill" for the Item, let's call it "Mine Trap Skill". 6. A Common Event for the Trap, name it "Mine Trap". That's all for the preparation to establish our Trap System, the "counting" and "force-donate" skills are to be prepared later. Let's focus on the core stuff now. First, edit the Trap Item. Make it a consumable and should only be usable during battle. Set target to none, and decide the price if you're planning for it to be trade-able. Finally, link it to the Mine Trap Common Event. Now, we're gonna make the execution Skill. Let's make it so that our skill deal exact damage, that gets multiplied by the amount of "Mine Traps" variable. Next, edit the Common Event. Make it so that it increases the Variable "Mine Traps" by 1. You can also add a piece of text dialogue as to mark the event. Finally, link the Item and the Common Event with the Effects options in the item setting. Now, we are about halfway done with the system! What's left is making in function in battles, so let's create some enemies! In this tutorial, we're gonna make 2 kinds of enemies: Zombie (dumb) and Mage (smart). The enemy settings are up to you. After that, make separate troops for each two. Now for the Troop Event. We're gonna do the Zombies first. In the Troop Event page, have it set at Turn 0, Span: Battle. This event would setup the stupidity of the Troop. Make it by setting the Variable "Enemy Stupidity" to a desired amount. Since we're gonna do a percentage-based system, make sure that the "Stupidity" value stands between 0 (Smartest) and 100 (Dumbest). For the Zombies *2 Troop, let's do a 75 Stupidity. Oh, and remember that this is Troop stupidity, not Individual. It's pretty flexible. You can decide various values depending on the troop members. Also, it is recommended to put in "character comment" in this event, to ease the player in knowing how intelligent the things they are about to fight. Next, create a new Event Page in the Zombie troop. This is where the rather difficult part starts, so let me show a picture for clarity. Using the picture above, I'll explain how the event works. The event takes place during each turn's end. First, the event would "refresh" the RNG and Modifier from the previous turn's. Next, the event would check if there's already a Mine Trap(s) laid on the field. If true, the event would proceed to calculate the trigger priority, with the Trigger Modifier as its central. Here's how it counts: [Amount of Mines + Enemy Stupidity = Trigger Modifier] For example, you are fighting a Zombie troop with 75 Stupidity and have laid 3 Mines. The calculation would become: 3 + 75 = 78% trigger chance. Fascinating, isn't it? Then, the RNG comes into action. It would take a number between 0 to 100 at random. If the number is lower than the Modifier, then the trap triggers. This means the more mines lying around, and the stupider the enemies are, the easier the traps would trigger. The trap triggers by-- Of course, having our Ranger use the Skill. After that, clear the "Mine Traps" variable because they all explode! (Remember that we set the skill to deal damage equal to the amount of mines?) That's all for the battle event. Move on to the next troop, the Mage. Set their intelligence to be higher, and copy the second event page of the Zombies troop to theirs. The system can actually work fine this way, but it would be easier to manage if you use scripts that enables the user to center all battle-related events in a single troop. Now, it's time for the second half of the tutorial! This parts would be about creating "trap counter" and "force-detonate" skills. First, we're gonna make the Trap Counting Skill. Make a Skill and Common Event, and call them "Trap Count". Yes, link the Skill to the Common Event the same way we link the Mine Item to its Common Event. Don't forget to set-it into battle-only, with no target. As for the Common Event, make it show a dialog box that contain something along the line of "Mines set: \V[n]" Notice the coding. The \V[n] stands for Variable n, with n being whatever the Mine Traps variable is. So if you make it variable 6 for example, the code would be \V[6]. Additionally, you can use Instant Cast script to make it so that checking the amount of Traps don't consume turns. Next, the forced-detonation. Make two skills, name one "Detonate" and the other "Detonate Execution". Also make the usual Common Event and link it to Detonate. Give Detonate a 50 MP cost. Detonate Execution deals damage equal to the amount of mines +100 to all enemies. Both skills are, again, battle-exclusive. The Common Event should check with Conditional Branch, the amount of Mine Traps laid. If there are 1 or more, the player would use the Execution skill to the enemies. Otherwise, the Skill would fail. Finally, make a Parallel Process event in the overworld that clears all used variables during battles. This is done as a fail-safe event just in case. That should be everything to make the evented Trap system this tutorial aims to guide. However, there are still many things that can be done with this system other than making Mine traps. That's why I've included a Demo to show some things that might become inspiration or base for those who are interested in this. The Demo is also good for those who likes practice more than theory, has difficulty in understanding the written version, or lacks internet connection to read the guide for reference. NPCs in the Demo: >Lime heals you for free. >Pennywipe sells Traps. >Skeleton, Orc and Wizard for different intelligence level during battles. >GIRL gives tips about the Trap system. She also gives a special Trap once you befriend her. The Demo uses custom scripts, but mostly only for making things neater or debugging, and in no way required for the system to work. These scripts are: 1. Include Battle Events from another Troop by Fomar0153. 2. Instant Cast by Yanfly. 3. Debug Extension by Yanfly. 4. Core Engine by LiTTleDRAgo. 5. Show Event Name by LiTTleDRAgo. Grab the Demo here: http://mega.nz/#!4pAhxbjZ!L4pPUHaxnDO0PVG-sMYOAPe5qpP66huofa6Pu7S6A8Q And finally, credits and thanks: 3. SEGA's Phantasy Star Online 2, for the inspiration. 2. Fomar0153, Yanfly and LiTTleDRAgo, for their helpful scripts used in the Demo. 1. You, for reading this! Well, I guess that's all for now! I hope this tutorial helps you and you enjoyed it! Happy designing! -Maki13
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