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Showing results for tags 'common event'.
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Okay, this is a frustrating problem. When the player levels up, I've created a skill tree, so the player can choose what skill they want. I want to take the player from say, for example, map A, where they are when they level up, to map B, where the skill tree is, then send them back to Map A, where they initially were. The Common Event I'm using for the Level ups: 1st line has Control Variables [0011: Elf Female level] = [Elf female]'s level Line 2 is a Conditional Branch Switch for Warrior chosen, so the Common Event knows to take the player to the Warrior tree. Line 3 is a Conditional Branch Variable [0011: Elf Female level] == 2 Line 4 is a Conditional Branch Switch [Level 2 reached] == Off. Line 5 is Control Variable [0017: return map ID] = [Map ID] Line 6 is Control Variable [0018: return x] = Player's Map x Line 7 is Control Variable [0019: return y] = Player's Map y Then I fadeout screen and Transfer Player to the Warrior tree map, flip a switch Return = On, and flip the Switch [Level 2 reached] On, then fadein screen. So, this should save the map and coordinates where the player was when they level up, right? Trouble is, it's not working correctly. The event in the skill the player selects, once they get to the Warrior tree, after the skill is granted, I have Transfer Player: Variable [0017][0018][0019] and the Return switch is set Off, but when the player is transferred, they are still on the Warrior tree, not where they were when they leveled up. So, to summarize, I use a Common Event to acknowledge the player has leveled up, it's supposed to remember where they were and on what map they were, then transfer them to the correct level up tree, then when they select a skill, they are supposed to go back to the map they started on. What am I doing wrong? Thank you, James
- 5 replies
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- common event
- transfers
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This may or may not be in the right forum just because of its nature. But! Anyways, I am making a hunter sort of class and it has the skill to call a common event to switch actor. Is there a plugin or way to make it so that event allows you to select from living members in your party, rather then a specific actor? The implementations of such being that you can choose with the use of that skill to summon a party member in your place in the battlefield (so you pick from one of four in your party, rather then the one of 50 that you could have access to the whole game). The other part of this is, is there a way to have them put the summoner back on the field when the summons reaches knockout/dead status or give an option rather then ending the battle?
- 1 reply
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- common event
- party member
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Common Event get event name (from another)
omegarion posted a topic in Editor Support and Discussion
I am creating a resurrection common event and would like to call an event's name in a text box by converting it to a variable. For Example I tried this n = $game_map.events[$game_variables[19]].name $game_variables[18] = n and I also tried this Set Variable to script: event_name Both times I got the error undefined method `name' for #<Game_Event:0x97e20bc what am I doing wrong?- 5 replies
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- event_id
- event name
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I have an event where the player talks to an NPC, then a lengthy timer starts. After the timer expires, the player can revisit said character for a reward. Things were going fine until I discovered during testing that the game automatically ends battles if the timer hits 0. I can't be having that, especially since this particular timer has no relationship with game progress, but I haven't been able to come up with a functional solution. Common events don't run during battle, so I can't use them to stop the timer, nor can I use them as a makeshift timer with variables. Battle events don't activate with enough precision to trigger immediately when the countdown hits :01 to stop the timer before the battle is aborted. The only solution I've been able to come up with is putting some kind of warning of the issue in the game so the player knows to be wary around triggering battles as the timer his closing in on 0, but that's just sloppy. The only possible solutions I can think of now are either a way to make it so either timers don't abort battle, or common events run during battle. Assuming scripts or methods of those exist however, those would pose problems of their own because I have other timers that do benefit from aborting battles (i.e. those tied to game overs), as well as common events that depend on not running during battle (i.e. those that passively control certain variables). Therefore, those possible fixes would need to be capable of specifying themselves to individual circumstances. It seems like a hopeless endeavor, but if anybody has any helpful advice I'd certainly appreciate it.
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Creating a custom skill learning system inspired by Saga Frontier
tripnmusic posted a topic in Theory and Development
So this is the basic idea, it seems to be functioning rather well. I just set up her attack skill to call a common event, the common event checks some conditional branches to determine if she learns the new skill or does her regular attack. With this system she can only learn new skills from attacking. I am posting to ask about the types of conditional branches that should go into unlocking character skills. It might seem straightforward but I wanted to see if anyone else had an opinion on this type of skill learning. So my conditional branches right now check the Actors Level, then checks an RNG variable, then it checks if she already has the skill. If she doesnt the following sequence above will happen. The RNG right now is a variable assigned a random value between 0 and 255. Then depending on her level she has a chance on attack to learn a skill. So for instance at level 5 she has a 25/255 chance to learn her first skill with every attack. Not all skills are available at all levels. Should all characters learn skills this way? Or only the TP characters since they spam attack more often? Should I get rid of RNG and use a counter method, so she has to attack between 30-60 times before unlocking set skill? What does everyone think of this system? Its quite a lot of work to implement to all the actors but if its something I work on I want it to be done right. Please let me know if you have some questions or comments. Thanks everyone. For some skills I determined a switch could be used before you unlock them. For others you could have a special battle where you are able to unlock it during that fight with a conditional branch. For the Mage characters I would change it to "New Spell!", and perhaps restore there mp so its a free cast for them. -
Here's a fun one. I have my class skills set up so skills can be mastered. Mastering them is simple. On every skill, a Common Event runs and adds 1 to a variable. When it hits a certain threshold the skill is mastered which makes it transfer over when the character changes classes. It works fine for the most part. Problem is I have a few heal/revive skill that can be used outside of battle. Even if the target is at full health, the skill still works and Common Event will add to the variable. The player can just spam click these skills to master them which obviously I don't want to happen. What I need is to be able to make some sort of condition or a script to check if the target is already at full health or not dead for Revive skills. Something that will stop the skills from processing at all would be ideal, but I need at least a Conditional Branch in the Common Event. Thanks!
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I propose a plugin that takes the current tile x and y coordinates of the mouse pointer and loads them in to a variable, that can then be called for conditional branches and such. Useful applications could be creating entire clickable HUDS using parallel processes and pictures, custom mouse pointers using pictures, hidden buttons on the screen(or even regular buttons I suppose XD)
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Help with "Talking to Companions" Common Event thingy.
Ailon posted a topic in Editor Support and Discussion
To keep it short, I'm working on a common event that, on a button press, allows me to talk to my companions. For some reason, the "If Button is Pressed" condition won't do anything. The event is set on paralel process with a switch and all. I've confirmed it isn't the event, since I copied it without the button press condition into a normal event, and it works perfectly. It might be a really basic question, but thanks in advance for the help! -
This is the video version to Game creations original tut HERE You will need: 3 variables 1 switch 1 common event terrain tags a sound effect of your choice
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- common event
- common eventing
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Having an equipped item show up on your sprite a video tut
QuizicalGin posted a topic in Developing Tools
A tutorial on making your sprite change based on what you have your sprite equip.



