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Found 73 results

  1. I'm new to RPG Maker VX Ace, but I'm making an FMA version of an Oni game and I have a question. I'm having trouble with figuring out how to get the event(the Oni) to chase the player throughout different maps (which needs to happen right after I leave the piano room). I've looked on several articles and youtube videos all of them bring up variables, but I don't understand how variables work at all or their purpose(because like I said, I'm completely new to this program). Can somebody explain in the simplest terms possible step by step how to get an event to chase you for a specific amount of time into different maps, specifically after you leave a certain map? More importantly, is it 100% necessary to use variables to successfully have event chase the player into different maps? I followed this tutorial, and Um... It's chasing me but it's not coming from the same spot the player enters the room at. And I don't know what I'm doing wrong.
  2. OK, so in one of my projects, I have two on-screen encounters, but I want them to act like this (below), how would I achieve this? The first one moves much like a Dr. Who Weeping Angel, where it can move, but only if you don't make eye contact. It cannot move when eye contact with the player is made. And the second is kind of the opposite, where it basically wonders at random, but the moment the player makes eye contact, it will basically charge at the player.
  3. jamesdomus1861

    Return problem

    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
  4. Edit: Here is a clearer example of what I'm trying to do : https://youtu.be/4ui7TE40o2g?t=6m47s Like this but looping I'm trying to make an object that falls from the sky and the player takes damage if hit. For example in Ib in Mary's sketchbook objects fall and might hit the player. I found this link: http://www.rpgmakervxace.net/topic/12232-event-touch-and-through/ but the tutorial seems to be gone. Here's what i tried, the player can only walk on the green part. I managed to get the rocks to fall and loop but The player doesnt get hurt when hit by the rocks, idk what I'm doing wrong. If anyone can help it would be greatly appreciated, thanks for your time ^^
  5. Thordon123

    Help with checkIsAlive for Troops

    Hime's Enemy Reinforcements: http://himeworks.com/2015/11/enemy-reinforcements-mv/ Hello all! I'm new to MV and I'm using a plug-in right now called Hime's Enemy Reinforcements, which lets you introduce new enemies to a battle by the troop or individually. What I hope to create is a wave-based battle system, where a new wave of enemies appears after the prior wave dies (you kill one troop of enemies, another troop appears, that kind of thing), which I should be able to do with this plug-in, however on the page it says that I need to use the script call: $gameTroop.isTroopReinforcementAdded(troopId, checkIsAlive) The problem is, when I use this, I get a console error telling me that checkIsAlive is undefined. At first I thought the problem was with the Yanfly Engine, but I still got the error after I had disabled all of my YEP plugins. So I guess that I had to define checkIsAlive myself, but the thing is I have no idea how to do that. Is it a common event? A variable? If anybody could help me out with this and tell me how to define it then it would be much appreciated, especially because this is the last part of my combat system I need to make before I can start balancing it. Thanks a lot, and I'm sorry if this is in the wrong place! PS: I've attached a screenshot of the console error. I know it might look like Yanfly is the problem there, but like I said even with YEP disabled it still doesn't work.
  6. So I was making a game when I just discovered that my conditional branch with requirement of specific Actor name is not working correctly. here is my event: Code Translation: Change actor name for actor: (unnamed), amount of signs: 6 If Actor [unnamed] name is 'A'{ } Else { Message: OK } End The problem is that its doing else function even whet I type correct name I tried to use scripts but its still the same Maybe someone knows what's wrong with it or have a script that fixes this also thanks for any help
  7. Pathos Prime

    Enemy Revive Spells

    Is there a way to make it so a monster won't use an ally revival skill unless one of its allies is dead? Details: I have a boss that comes with two minions. He has a spell that removes the death state from these minions and revives them. However, he casts it all the time, and I want him to only cast it when his minions are dead.
  8. 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:Vis_Mage 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.
  9. Okay, so to go into greater detail on what I mean, at some point in my game I provide the option to save and if the player doesn't save it won't progress the game, so it will offer the option to save over and over again until the player saves. Of course, I have no idea how to make the game check to see if the player saved after the option is provided (not if the player has saved in general).
  10. So got RPG Maker in the latest Humble Bundle, was messing around with and think I got it all figured out. However for an opening cutscene I'm doing the event just stopped working. It was totally fine the last twelve times I'd tested it and then all of sudden it just refuses to continue. Tempted to just open a new document and copy everything over but wanted to know if there was a potential fix first. Below is a section of the event, highlighted is where it randomly stopped. Then after consideration the rest of the event thus far.
  11. G'day all! I'm having trouble starting my game after an intro... I would like the intro to have a certain character explain the story then afterwards have the game start in a different place with my main character. I have the intro working without a starting point, but when I set my starting point on the intro it just lets me move my main character (hides the character I want talking) and doesn't play the intro. But if I put my starting point on the map I want to start on, it just starts the game there and ignores the intro. I've attached a picture of my event settings below.
  12. Hi, I just started yesterday and was doing some test-stuff. I made this balloon guy who follows you and who can interact with other events, if they're on one of the fourtiles around him. Two variables constantly check his position (wait-command is there, and everything runs smoothly). However before the "variable loop" i activated his self switch, so that every other time the player presses the action key near the balloon, another command is executed. Do both event pages happen parallel to each other? Will the variables just remain on the last update if the event is removed in the second event page?
  13. 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.
  14. Please be in the right place..OK so I just wanted to ask one question, when you end a event and want another to instantly start, how do you properly do that? Now I'm asking because---I did encounter a little issue. I had a event play out and at the end had it fade out the screen while transferring the player to another location where a event automatically fades the screen back in. However, the latter didn't work. It was odd, but after reworking the 2 events I finally got it to fade back in. And because somebody WILL ask me about it (don't deny it, you were thinking about asking it weren't you? ) here are 2 screenshots. So, since I had this problem I'm a bit iffy about linking events to carry on the cutscene but in different locations. So I just wanted to ask in case this ever happened again, what is the best way to link events for a cutscene and reduce problems similar to the screen refusing to fade back in? I usually just have a event run, transfer the player, turn on a switch to turn on another event along with a self switch to turn off the event (blank event page) that just transported the player into another room.
  15. Darkness Void

    A Timed Event?

    So I always wanted to do a event where, if you remain still for a set time, another event is triggered (common for video game easter eggs where you have to stare at something long enough). But, how to do that in RPG Maker? I could just add 1 event with a timer, and add a ring of events around that to cancel the timer if you move but I'm wondering if there's another way?
  16. Hello guys! I've created a skill in my game to be used on the map that calls a common event, making the player jump 7 tiles in one of the four directions (based on the player's current direction). The problem is that the RMVX Ace jump command sends the player to unpassable tiles. So I would like some help to check if the tile is passable before jumping to it. I saw someone in a topic telling a guy to use the '$game_map.passable?($game_player.x, $game_player.y, 2)' script call, but I don't know how to use it. I would like to be able to make the player jump the max possible tiles before the unpassable tile, but I imagine that would be harder to make, so at least being able to disable the jump if the tile is not passable would be fine to me for now. Anyway, thanks in advance!
  17. Hello guys! I would like to ask some help regarding eventing. The thing is: I'm using an ABS, and I want to create a skill that push events away. Since the enemies are events in the map, I want the player to use a skill that hits the enemy and push it X number of tiles in the opposite direction. I'm using the Imperial Action System (It's in Portuguese); since it doesn't provide such function, I think it would be easier to event this than script it. So, could anyone help me? While I have some idea on how to make the event be pushed after being hit, I don't know how to make the specific event to be pushed when hit by the skill. I was thinking in something like using a condition where if X skill is used, then Y event is pushed Z tiles alway, but I don't know how to make the event check if it has received the skill in the map to activate the scene of it being pushed back. Anyway, thanks in advance!
  18. I'm trying to design all of my game's menus using events and script calls rather than use any of the engine's default menu windows. Saving the game using script calls is easy (it seems), with script call: DataManager.save_game(x), but loading is proving more troublesome. A bit of an overview of what I'm aiming for: 1. The player selects 'load' from an in-game menu. 2. Six boxes representing save slots appear. 3. A separate script call conditional branch checks each slot. For each one that already contains a save file, a 'SAVE FILE' icon appears. For each one that's empty, an 'EMPTY SLOT' icon appears. 4. The player can then navigate a cursor around the six slots and choose one to load from. This movement is tracked with a variable (if the cursor is on slot 1, the variable will = 1, etc). 5. They highlight a filled slot (which contains a save file) and press the 'select' button on their keyboard. 6. Let's say they want to load the file in save slot #5. They highlight the 5th slot, press 'select'. The game then loads the 5th save game data file. In a nutshell: is there any way to use a script call in a conditional branch that checks if a save slot has a save file in it? i.e. something like this: ____________________________________________ Check SAVE SLOT 1: Conditional Branch: script call: "Does Save01.rvdata2 exist?" (this is the scripting element I need help with) THEN: show picture 'slot 1 full' ELSE: show picture 'slot 1 empty' Check SAVE SLOT 2: Conditional Branch: script call: "Does Save02.rvdata2 exist?" THEN: show picture 'slot 2 full' ELSE: show picture 'slot 2 empty' etc. ____________________________________________ Also, is there a way to use a script call in an event to load a specific save file? i.e. Slot 1 contains a save file (Save01.rvdata2 exists), player has highlighted and selected it: ____________________________________________ script call: "Load the saved game file in save slot 1" ____________________________________________ I'm happy to clarify anything here that doesn't make sense, or that I've worded poorly. Thanks in advance for your help folks.
  19. Hey everyone, so, atm I have an encounter where someone is chasing me with a blackjack and when he finally catches you he hits you and you black out. I have created my sprites for falling all 4 directions. I've also gotten the whole event to work. Atm you run as long as you can, he inevitably traps you and knocks you out. Then you transfer to a new map. I can't seem to figure the best way to have the sprite change from the walking character animation to laying on the ground for the wait time. The event is autorun and it starts the second he hits you (that way once he gets you, it effectively starts a cutscene so you can't move around). I can't change the event animation to the laying down sprite because I won't be in a specific spot, but rather anywhere on the map (afaik). The only thing I can seem to find / come up with is making the laying down sprite a character and remove the main character sprite from the party and adding the laying down sprite character to the party. The problem with that is then there is a tick of the game where you are effectively invisible. Now, I'm almost positive there is a way around it whether it be with or without a script. Anyone have any ideas? /e I'm just kidding, more tinkering finally got this to work as I wanted!
  20. Hello! I'd appreciate some help with this, it's really getting in the way. So, I'm trying to script a cutscene where the main character walks up to his house. He needs to turn twice. He'll turn the first time, but he won't the second time and instead walks up to his house sideways! Afterwards, the character moves around facing just that direction. I've tried fiddling with different movement commands and direction fix, but it doesn't seem to help. Here's a screenshots of my event: I would very much appreciate some help, thank you!
  21. I'm making a Hetalia horror game, but I need a picture that can be displayed on the player's screen for an event. The event in question is one that takes place in the beginning of the game, in which Prussia gets bitten on the base of the neck/shoulder by the villain, Angelo, a powerful sorcerer with fangs (though he's not a vampire.) Actually it's intended to be somewhat vague exactly what he is. He is essentially a human, but with some demonic attributes, I guess you could say. Below is a sprite sheet and faceset I made of him for reference (I did use some generator parts from other artists to create him). I would also be willing to send a copy of the game thus far (though it is by no means complete and may be subject to change) if it would help, so you can play through the event I'm talking about, just ask for it and I will send it to you personally. Naturally, credit will be given in the end credits of the game when/if it is completed to the artist. This is my first time requesting something like this, so please forgive me if I have messed up somehow. I've tried to follow the request rules as closely as possible. If there are any other details or missing information you would like to know just post a comment and I will gladly add it. Thank you for taking the time to read this!
  22. Jonath4nC

    Set event location by it's ID

    Hey, I had this same request back for VX Ace, but now with MV, the language has changed . I need a script that allows me to choose an event by it's ID and move it to a certain location. The "Set Event Location" command doesn't quite do it. I need to choose an event by it's ID, not choose from the list as it could be random. For VX Ace, I used the script call - $game_map.events[$game_variables[n]].moveto(x, y) Could I get this same script but in JavaScript form for MV? Thankyou! EDIT: Ok so I tried giving this a go and realized the code itself shouldn't look too different (I think?) So far I've got this: $gameMap.event(n).setPosition(x, y); This works fine and all, but I need to change the event number to a variable so I changed it to this: $gameMap.event($gameVariables[n]).setPosition(x, y); but now it comes up with a type error stating "Cannot read property 'setPosition' of undefined". Could someone help me fix this? If possible, could I also change the "setPosition" to make the event move to a specific location on the map instead of instantly teleporting there? Thanks heaps to anyone able to help me out with this!
  23. Glasses

    Event Names

    Name: Event Names Version: 1.6 Author: Mr. Trivel Created: 2015-11-26 What does it do? Allows events to show their names, pictures or icons above their heads. Can also specify distance. so names further away won't be shown. Video: Screenshots: How to use? All setting up is done using Comments. Use "Comment..." command under Flow Control for those tags. <EventNameText: TEXT> <EventNamePicture: NAME, WIDTH, HEIGHT> <EventNameRange: RANGE> <EventNameOffsetX: PIXELS> <EventNameOffsetY: PIXELS> <EventNameFont: FONT> <EventNameFontSize: SIZE> TEXT - Text to show above event, can use text codes, too - \v[10] NAME - Picture Name (Pictures stored in img\system) WIDTH - Picture width in pixels HEIGHT - Picture height in pixels RANGE - How close player has to be to see the event name/picture. PIXELS - How big is the offset from default position in pixels FONT - Different font for text SIZE - Font Size Example: Plugin Commands: EventNames Hide - Disables event names from showing EventNames Show - Enables event names for showing Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. If you want to test pictures quickly: Images: Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
  24. Name: Common Event Logger Version: 1.2 Author: Mr. Trivel Created: 2016-02-12 What does it do? Logs all executing common events to console. Screenshots: Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  25. 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
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