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How do I make the party size change when the player hits a certain level?
Skelly posted a topic in Editor Support and Discussion
I'm trying to make the party size go from 4 to 5 when the player reaches a certain level. Any ideas? -
So I am trying to do this thing where the player can set a trap for npc's. I got a lot of it working, the traps can be placed and npc's can walk on it. the trouble is they do not interact with each other and nothing happens. If anyone has further question or solutions please comment.
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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.
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Copying and pasting duplicate map events can be a pain. With this script, you can duplicate an event by assigning it to a Region ID and then place the Region IDs without having to copy and paste each time; it's like the common event system but for map events. If you want to fix a mistake or make a change, you can simply edit the source event instead of going to every individual event and replacing it with the new one! The instructions are simple. First decide in the "GLOBAL_EVENT_MAP" line if you want your source events to be stored in a designated map or in every map that uses a Region ID. I recommend that you create a designated map, because then each Region ID will always replicate the same event no matter what map the Region ID is put on (do be warned that spawning a lot of Region events this way may cause lag, depending on the amount of them and the map size). In your designated map, name the event with a "#" and add a number from 1 to 63 (since there are 63 Region IDs). For example= "#10" will cause the event to be on top of every Region ID 10 tile. Make the source event any way you want and you're good to go! WARNING: This script removes the ability to assign map troops to Region IDs! This script may not be compatible with other Region ID scripts, like Yanfly's Spawn Event script. I also recommend getting an anti-lag script if your computer is old. This script was written by Kayzee as a commission for me. As the script wasn't posted publicly I got confirmation to post it. If you have any recommendations for fixes or are having compatibility issues, please reply here down below. Script (Github): https://gist.github.com/MasterMoes1/1e2021ee724e907bfcf0d1ad96cf414f Thank you Kayzee!
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I need events to pass over other events. I have some events that chase the player using YEP Event Chase Player that have their Priority set to Same as Player & a bunch of collectable events around the map set to Below the Player, but the chasing events can't pass over the collectable events. I tried to set them to 'Through' & used YEP Region Restrictions to stop them from going through the walls, but they ignore the restricted regions too! How can I set up my chasing events to pass through other events without them going through walls?
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- passability
- events
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Hey, I'm SURE this is a dumb question, and trust me i tried a lot of stuff before deciding to ask out of sheer humiliation. So basically after you start my game from the 'Title Screen' you go to my 'Controls' screen. (the first map with my controls layout as the background and the players starting position transparent of course) Now i want the player to Hit the action button and it transfer the player to MAP2 which is a blank background the same color as the controls screen with a warning message about the contents of the game (violence, heavy subject matter, suicide, etc) but i cant seem to get it to work. It works if i set it to auto run, but doesn't work on action button trigger or even a Time wait then autorun :/ So if someone could point out what i did wrong, or a better way to go about it i would be eternally grateful. I removed the event that makes the character transparent to make this even simpler for the time being. p.s. I feel extra stupid because I had this part + 2 whole chapters of my game done before i was forced to reinstall windows and lost my game files Pic1: This is the Controls Screen layout, player starting spot is here so you come here directly after starting the game. Pic2: The only event on this page is to transfer the player to the next map that contains the for-mentioned 'Warning message' I've tried all 3 options of priority as well with no avail. Pic3: The current Control Screen (imagine it without the player model there:] ) I want the player to just hit enter on this screen when they are ready to move onto the next map (warning screen)
- 2 replies
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- player transfer
- problem
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I'm definitely programming something wrong here, but for god's sake, what?
KChasm posted a topic in Programming
So I've got a puzzle in my game wherein you place four cards in four picture frames (plus a fifth frame in the room over), and if you press a button in the next room and all the right cards are in the right picture frames, the door opens. Else, you die. Problem is, I'm doing...SOMETHING wrong, obviously, between my events and my common events and the scripts I've got. When facing a picture frame, you should be able to select any card from your items to place it within, but for some of the cards you can't, while with one of the cards you can. In addition, when you slip a card into a frame and then examine a frame you're supposed to receive a prompt asking if you want to remove the card again, and sometimes, uh, you don't get that prompt. In fact, you get the "this frame is empty" message instead. An exact rundown of my problems: Frame 1: Can't place any card except the Ace of Clubs Frame 2: Can't place any card except the Ace of Clubs Frame 3: Can't place any card except the Ace of Clubs. In addition, after placing the Ace of Clubs, I get the "empty picture frame" message upon examination. Frame 4: Can't place any card except the Ace of Clubs. In addition, after placing the Ace of Clubs, I get the "empty picture frame" message upon examination. Frame 5 (in next room): Frame 2: Can't place any card except the Ace of Clubs I don't know what I'm doing wrong, and I *definitely* don't know why it's the Clubs only that sometimes works. Any help would be appreciated. My game so far can be found at the following link, though I can't remember if in the save I've had the player character take the Ace of Hearts off of Frame 5 yet (that part works fine, at least). https://www.mediafire.com/file/qpt52dg6yjnj48t/French_Castle.zip/file-
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I have the following Event (Autorun): @>Control Variables: [0010:Intro X] = 0 @>Control Variables: [0011:Intro Y] = 0 @>Conditional Branch: Variable [0011:Intro Y] < 6 @>Control Variables: [0010:Intro X] += 1 @>Control Variables: [0011:Intro Y] += 1 @>Set Event Location: [Event NW], Variable [0010][0011] @>Wait 30 frame(s) @> : Else @> : Branch End I have another Event that is just an image that I wish to move. When I run the auto event, the image moves once and that is all. Nothing else happens. Does anyone know why this is?
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I am trying an experiment. I have 6 maps and each map has an autorun event. When the event is complete and it goes to the next map, does the event automatically get removed and ignored (no longer running), or do I need to use 'erase event' before I go to the next map?
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What i need is that when you talk to one NPC u get different lines, but without using switches, the NPC say one thing and then after that you close the conversation and it automaticaly makes another line. Is it possible?
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Hey everyone, how's it going? I'm new to RPG Maker and trying to make a specific type of event. If you've ever played the original Pokémon Red/Blue/Green/Yellow, there are these tiles in the Team Rocket Hideout, which cause you to move forward uncontrollably until you hit a wall or another tile. So I decided to try some similar puzzles for a game I'm currently working on. Now here's what I'm not sure on. When the player touches the tile directly above him, it moves him up three spaces. Then when he touches the tile pointing to the right, it moves him to the right two spaces, etc. However, this requires stepping off the tile to activate the second event. Normally, I would just program the first tile to move the character along the whole path, so up 3, right 2, down 4, right 3, up 8, and so on and so forth, but there are two problems: 1. Later in the dungeon, some of these automatic tile sequences can be entered halfway through, and it would be a lot of work to program each tile 2. There are some areas with moving obstacles that will stop the player, breaking the sequence and allowing the player to get to hidden locations or open new paths So basically, I'm looking for a way to make it so when I step on that up tile, it moves me up three spaces, then when I hit the tile pointing right, I automatically move right without any button input. Anyone have any ideas for a simple way to program this? Thanks in advance!
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This is part 1 of a two part tutorial on how to make Graphical First Person Battles using events. Part 2 will come when I figure out the best way to animate the attacks. So if anyone has any idea how to check if an actor is attacking for the purpose of a conditional branch condition, let me know. I love the default combat system. Side view is all right, but its been done by 34956875602 different games. I like the first person aspect. To me it just feels more personal. Sadly it is a little lacking in the flair department, and so I set out to fix this. Keep in mind, what I am about to show you isn't for the faint of heart or those allergic to chocolate. And it might give you a quick glimpse of how certain events can be used differently and more creatively. Evented True First person battles. (Disclaimer, this is not animated. It simply shows hands, and weapons/gauntlets/shields if you set them up. See opening comments about the system being animated) (Disclaimer 2, this only checks for the equipment of the first actor, or whoever you set up the common event for) Step 1. Creating the Resources In this evented combat system, we will be using pictures to show the player and weapons instead of sprites. In this tutorial, they will be referred to as the "Frame" or "Frames". All frames will go in your "Picture" folder, in the img folder at the root of your Project Folder. I HIGHLY recommend using gimp to modify/create pictures. I use it for all of my sprite art. You can find it at http://www.gimp.org/downloads/ All frames must be the native resolution of the game you are creating. Meaning that if you are using the default resolution, the frames must be 816x624. I started with a basic empty picture, sized 816x624. Make sure that it is transparent. If you dont know how to do that, well, google works wonders when learning to use a program like Gimp. I then cropped and modified some of the SV actors hands to create a kind of Elder scrolls esque view. For the Spriting illiterate, here is a basic image to use/build off of. I then modified some of the weapons sprites in the same way. You may also use/build off of these. After you have these resources, you are ready for the eventing! Step 2. Creating the Event First and foremost, we will be using a common event at the beginning of each battle to show the equipment. So name a common event something like FPB or something, idk. Within that common event, we are going to be using conditional branches to check for equipment at the start of battle. The first event will be Show Picture. This is located on the second tab under Picture. The frame we will be using is "Holding.png" Set that frame to be picture number 3. The reason this is set first, and not in a condition, is so that even if we dont have a weapon equipped, it will still show the fists. So barehand fighting is a thing. From there the flow of adding items is rather simple. Condtional Branch> Actor> Weapon>the weapon you want to check for Make sure to leave "create else branch?" unticked. Then within that conditional branch we set the corresponding weapon frame. Show Picture> "name of weapon frame you wish to use" Set that to picture number 1 E.g Conditional Branch>Actor 1>Weapon> Longsword the conditional branch will show up as *If: Actor 1 has equipped Longsword Show Picture : #1, Longsword, Upper Left (0,0), (100%,100%), 255, Normal The picture number indicates in what order it will be drawn, 1 being the first and lowest frame. Therefore when we use the "Holding" frame as picture two, and the weapon frame as picture 1, the holding frame will overlap the weapon giving the appearance of being held. Do the same for each weapon in your database. By the time you are finished it should look something like this; Step 3. Calling the system for battle The very last step in this process is to run the common event from the troop tab. Go to troops, and in the battle event, run the common event we just created. Set the conditions for Turn number 0 and the span as Battle. It should look like this If you don't fell like setting up EVERY troop event I highly recommend Yanfly's Base Troop Events. It will allow you to use the first troop's event as a general event that ALL troops use. You can find it here http://yanfly.moe/yep/ Step 4. Prepare for BATTLE! With any luck I have described this well enough for you to have the event set up perfectly. Go in to battle young one, and draw thee pixel sword!
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Using Conditional Branch Event Commands for Script Input
Tsukihime posted a topic in Developing Tools
This tutorial describes how conditional branch commands are used as script input. This command is a very convenient way to ask users to specify input, especially if you're working with conditions. This may be easier to use Instead of this This tutorial shows how to use these commands in your scripts, and how you can achieve complex logic using only these commands. Recall... If you are not familiar with the conditional branch command, the image below shows all of the built-in conditions that are available for users. It also comes with a script box that has a character limit of 10000, which is enough for almost anything anyone would need to do with a script call. Ideally, if you're working with any event (map event, troop event, common event), and your script uses conditions, you want to use a conditional branch command. Script Parsing The conditional branch command is command 111 in the game interpreter. You can look at it in your script editor to see how it is evaluated. Typically, I would just copy this code into my own method and adapt it to suit my own needs. To actually get the command, you will need to parse the event list. Depending on what type of event you're working with, accessing the list would be a bit different, but once you have access to the list, you would simply iterate over each command as follows to find the command you want: list.each do |cmd| if cmd.code == 111 # do something with the conditional branch command end end Examples Here are a couple scripts that use conditional branch commands for input. Custom Page Conditions Negated Conditional Branch Logical Expressions The conditional branch command allows you to ask questions like Is Actor 3 a Soldier class? Does the party have a Hand Ax in their inventory Which can be evaluated easily. However, what happens when you want to ask more complex questions such asIs Actor 3 a Soldier AND is Actor 3 wearing a Hat? Is switch 1 on OR Switch 2 on? These are separate conditions joined one or more of the following logical operators:AND OR NOT This is very easy to accomplish using script calls, but remember the point is to make it easy for users who may not be proficient in ruby. Some users may not even have any idea how programming works. The following rules are proposed for logical expressions using conditional branch commands. Here are some examples to illustrate it: 1. One command represents one condition. 2. Every pair of commands is joined by a logical operator. 3. Two commands with the same indent are joined using OR 4. Two commands with a nested indent are joined using AND 5. All conditions with non-decreasing indents are grouped together. Condition 0 = indent 0 Condition 1 = indent 1, therefore they are grouped together Condition 2 = indent 0, so this is the start of a new group Condition 3 = indent 1 6. All conditions are parsed recursively. Parentheses are based on groups The last image basically summarizes all of the rules. It may take some time to understand it, but if you think of it as a regular boolean expression, it should become clearer: (a AND (b OR c))We are simply applying each rule one by one as you go down the conditions, grouping them based on the non-decreasing indentation rule. Note that negation is not shown here. This is because the default conditional branches do not support negation. Ending With this in mind, you should be able to provide your users with a much easier way to specify conditions if your script needs it. Originally posted at Hime Works.- 3 replies
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- events
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I'm looking for assistance and advice with a Common Event that I'm working on that deals with a Calendar system and special events that happen at specific times. The calendar common event that I've set up in my game is a duplicate of this tutorial from youtube: Rpg Maker Vx Ace Tutorial- Clock and Calendar by Redweaver. My situation is this: I'm going to be running a weather system where for 6 months in game it is total darkness and for another six months the sun is out and never sets. The fantasy world in my game has three moons that help provide illumination during the dark months. The closest one circles the planet every hour, the second moon four times at dawn, noon, evening and midnight, and the last moon operates the same as our own moon. I wanted the lighting to change every hour when the closest moon approached (tinting the screen to sunset or something for 10 to 15 minutes in game for example). When the second moon approached I was debating tinting the screen to a soft blue to single it's passing. The last moon again is like ours, so it would be a soft typical illumination. For the closest moon,(and really all of the moons based off when they pass) would it be best to create a conditional branch at the end of my Calendar common event that checks for when +1 has been added to my hour variable and tint screen until 10/15 minutes go by? Or would it be best to create a separate Common Event called Moon Cycles to check for this? I am uncertain if adding too many events in one common event will slow it down or if it would be best to break them into two common events to prevent clutter in a common event. So, hypothetically, would the event be something like this: conditional branch, if variable: Hour add+1 then, tint screen: sunset, conditional branch, if variable: minutes add +10 and/or+15 then tint screen normal? Do I need a loop at the beginning? I've been seriously considering using Khlas's lighting script further down the road, would it be easier to use that in regards to what I want? In a similar situation above, I was going to create a separate Common Event for crops/respawning plants that can be harvested in game for future crafting purposes. I just wanted to double check with other people who have done this sort of thing before that I'm on the right track in regards to creating a separate common event that calls to the Calendar event to operate it, while on the game maps they call to the common event to reduce unnecessary clutter right? Does anybody have any ideas, advice, to keep this simple and clean or more effective eventing/scripting ideas? I'm trying to event everything first before going to scripts - I don't want to over clutter my game with potentially unnecessary scripts if I can just event it, but I'm not opposed to scripts, rather I love them. Thank you everyone in advance that takes the time to read through this and/or comment. It is greatly appreciated!
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- weather
- moon cycle
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Hey all! I have an overworld map that is full of invisible events. The characters can walk through them but the problem arises when you get the airship. You are unable to land on the events, even though i have them set to 'Through'. What I need is a way to be able to land on these events. Any help would be extremely...helpful, Thanks in advance!
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By default, when you present players with a set of choices for them to select, the choices will be displayed in a window separate from the message window. However, what if you wanted to present your choices differently in certain situations? Here is an example of how the choices normally look. They appear on the side, separate from the window. This plugin allows you to display the choices in-line with your messages, with the option to switch between the default display method and the new display method. With this plugin, you can have your choice selection look like this: More information and downloads are available at HimeWorks Free for commercial and non-commercial use
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So, I have 2 events that seem to not work with each other. The first is a character that simply walks around (I've spent days getting his walk path right without any problems), if he sees you its game over. The other event is a item you can pick up, just a simple "character talks and game gives them a item" event. However, whenever I test and I get said item, the killer event (the event that's walking about) no longer works. I moved the item event closer to the killer event's path so I could see what he does as I pick up the item. When I do pick up the item, the killer event walks right pass the turn he's suppose to take and instead walks a few more steps and then turn, getting stuck on the walls. And no, it is not his pathfinding event, if I never even tough this one item then he walks about the map "perfectly" with no issues at all. Its only as I pick up this item that he seemingly is unable to turn "until the item's event is over", but I don't see what is the cause. Autorun doesn't stop the killer event he just keeps moving (which makes item collecting in this map harder), so that's not it. Both the item and his pathfinding events are parallel progress, and I tested this by picking up another item that is in the exact turn he's suppose to take---once he took the turn just fine, but just now he walked by the turn, the item event ends, he spots me, and runs all the way back. XD What a glitch! So, it is all of the item events..how do I fix this to where I can pick up the items and the killer event doesn't glitch out? I would upload the unfinished demo but Jesus Christ it is taking forever to even attach...
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I have the YEP Common Event Buttons plugin installed and it is my understanding that this plugin will not prevent default key mechanics from working unless otherwise re-written by the user in the plugin options. With that being said, no keys work with it installed. This is practically a fresh project with only two other plugins installed and I have them both turned off for testing purposes. I turn the plugin on, I can't even move using the arrow keys. I turn it off and everything goes back to normal. Any suggestions?
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Followers Don't Follow Player During Jumps
Biggest_Queen posted a topic in Editor Support and Discussion
So I'm still making my game and I came across another problem, a pretty big one. In my game there is this section with a lot of cliffs and the player jumps around a lot. I also want the followers enabled for the game, but once a jump event is triggered to another platform, the player jumps to the platform while the followers stay behind. Then the followers literally just walk to catch up to you, walking over anything they come across, which looks really bad. Is there a way to make it so that the followers jump with the player during the jump events? I've tried changing the player followers to off before the jump and then turning it back on again after the jump, but it's the same result. I also tried just removing all of the party members that are followers and adding them again once the jump is over, but that ALSO didn't work. Is there a way to get the followers to cooperate like this? Would I need a script for it? Any help is very much appreciated. -
So I've come across a bit of a dilemma here as for the text box seems to have been largely cut down, or shortened, in a way, preventing the player from seeing all of the text. To me it seems like this only really happens after the player triggers the storm event(s,) but I don't really understand how that would affect that. Does anyone know how to fix this textbox cutting issue? I tried setting up a transfer player event to skip over the weather event and see whether that was what caused the problem. After I transferred and interacted with the same piece of wood, the text box displayed as it normally would, so this leads me to believe the weather event is the problem. Does anyone know what the problem here is? My second guess would've been a script issue, but now that I've seen skipping over the weather event prevents it from happening, I've thought maybe this isn't the case.
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Hello guys, I have a little problem with my guardian event. I would like to event a guardian walking around with a flashlight, but I'm not sure how to event this correctly. Can anyone help me with this little problem? Thank you very much
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In RPG Maker, you can present players with a set of choices to select. However, by default, they can wait as long as they want to make a selection. Using this plugin, you can automatically force a selection, to create a mechanic where the player has a limited amount of time to make a decision. Once the allotted time has expired, the game will automatically make a selection for the player, and the event will continue as you have designed it. More information and downloads are available at HimeWorks Free for commercial and non-commercial use
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In RPG Maker, you have a “partyâ€. A party consists of a group of actors, an inventory of items, weapons, armors, and gold, and potentially some other information related to this group. By default, you only have one party, which is what the player will control throughout the game. This plugin provides functionality for working with additional parties. 1. You can create new parties. Separate parties can be used to represent different characters in your game. Each character may have their own set of followers and inventories as the story progresses. 2. You can switch between parties. If your story switches from one character to another and you would like to keep their location, characters, inventories, and other party-related information, you can simply switch to a new party instead. You could even switch between parties in real-time on the same map to build additional mechanics related to multiple party control. 3. You can merge parties. By merging parties, you can have different parties come together as one large party. All of the members, inventories, and other information will be merged together. These are the three basic functions that you can use to design your game using the Party Manager. Additional functionally will be provided over-time as they are developed. More information and downloads available at HimeWorks
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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?
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Battle backgrounds can be used to provide some sense of atmosphere. For example, if you're walking through a forest and you encounter an enemy, seeing some cute bunnies and trees in the background makes it feel like a forest. However, if you see dead bunnies and dying trees in the background, it feels much different. What happens if an enemy can cast a spell that will cause all of those bunnies and trees to die during battle? RPG Maker MV comes with an event command that allows you to change battlebacks. However, if you try to change battlebacks during battle, you'll notice that nothing happens. Instead, the change will only appear in the next battle. This plugin allows you to change battle backgrounds during battle. More information and downloads available at HimeWorks