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Found 7 results

  1. Hi everyone, I'm fairly new to rpg maker and just getting used to how events work. I ran into a small issue regarding how I would go about putting an event over a door. What I aim to do is have a carpet, and an option to move it, revealing a door underneath it. Would anyone have suggestions of how to do this? Basically, how can I have an event OVER another event?
  2. OK this is merely just a question regarding the switches and variables. Since my game will have, for lack of a better word, many different choices that'll lead to many different paths (for example, for every in-game day there are optional moments and character-chatting that has switches and vars attached that will affect up to 3 or more other optional events on the following night or day, THAT will add another switch or var if it's something like how often you hung on the killer and he gets more annoyed at you). I know I can add up to as many as I'll need, but as a guy with OCD I was wondering if there was a way, or an trick, to help lessen the amount of switches and vars needed?
  3. RMReyn

    Luck based Lock picking

    Hello All... This is actually my first post here, but I have been using RM's for a while now. I am currently using RMVXA and have found a way to do a common event for lock picking using the character's luck level in game, whether or not the character has the lock picking skill, and whether or not the character has lock picks in his/her inventory. I have written it down, but will also include screenshots for whether the game data values for luck is kept within the engine. I am also going to attach a PDF of what the common event should look like when completed. Also with this post, I am making the assumption that you as the reader are already familiar with conditional branches. Lock Picking RMVXA.pdf
  4. Hello there, i have a problem. It's very specific so i decided to register and write it here. My problem is: In this scene, the girl says something to a guy, then she runs away. Immediatly after, that guy sighs and goes to take a sit. Everything ran smooth until the moment between the events "Girl runs away","Guy sighs". I don't wanna move until the guy sits, but the main character can do one step before the guy starts moving to the chair, and i don't want it! I can't attach .exe or .zip files so i'll write the link. Let me know and thank you!
  5. I've been trying to make a cutscene, which starts as soon as the player enters the map, and I made it work by having it start by setting the event to autorun which would change the bgm and make the player character move etc. And this had worked in the past until I created a new save file and then it just stopped working? The bgm would not change, but the player character would just be stuck and I could not move them. What happened when I made a new save file compared to the other one? Just to add, there are other events on the map, three of which do not do anything until certain switches are activated and one that just moves in a repeated pattern and dissapears until a switch is activated, I don't know if this might help at all?
  6. Chareu

    eventing Ordered switches

    Hello everyone! Today I will attempt to explain how to get an event to work using multiple switches that must be activated in order, or else all of the switches reset. This is my set up: Nice and color coded, right? Here is the goal for our switches, to turn this: Into this: We want our little graphic to light up, but it will only light up after our variable reaches a count of 8. Lets take a look at our first switch on the left: As you can see, when the player activates this switch, it automatically adds a value of 1 to our variable, then it checks to make sure that the variable is the correct number, and if the number is correct, it turns on the self switch, which will change the graphic and set up a new conditional branch, should the variable ever be reset back to 0. Here is the second switch's event page: As you can see, all we did was change the conditional branch variable on the first page from 1 to 2. Now, say you want to have ten (or in my case, eight) switches: All you need to do is copy/paste and then update the conditional on each separate switch event to the next number you want in the order. By placing into every conditional branch the condition of changing the variable to 0 if the switch is chosen in the wrong order, now every switch will reset all of them at once should the wrong one be flipped, all without adding any additional events, switches, or variables to the map. I hope that this post was both easy to understand and helpful. Have a great day everyone!
  7. philteredkhaos

    Easy Switch Tutorial!

    Hello! I have been up and down the internets looking for an easy tutorial on switches, but the best I could find was still confusing so I decided I would make this tutorial to hopefully help out others who are stuck as I was. Please let me know if this was helpful, or if I was unclear on anything. I would love feedback to help improve both my writing skills and my teaching/guiding skills. Thanks! To begin, I like to create a new event that controls the switch, for turning it on. After we open the new event to edit, we will use the contents list to add a "Control Switch" event. You can use single switch, or batch, as in switches 1-5 could be activated all at one time. I usually only do 1 switch. You can also choose whether to turn the switch on or off. When you select single switch, you are taken to a new screen, where you can choose from 100 options. You can even increase that number, by using the "Change Max" button. To the right of the "Change max" option is "Name", where you can name your switch, for easy identification. You select the switch number you want to use, then click the text box and start typing! It shows up in real time beside the switch number on the list. Now that we have a switch created and set to an event, we need something to become (de)activated when the event is run. So we create a new event, and in that new event, create a "New Event Page". Then, in the "Conditions" box, you check one of (or both, if you want 2 switch conditions to activate the event. For our purposes, we will only check 1) the "Switch" box. Then you put whatever contents you want to run when this page becomes active., be it text, or character movement, whatever is possible during normal eventing is now possible to activate via a switch! I hope this tutorial helped you all out. I am releasing a TINY demo(nstration) with it called "Lights Out" that is just the Player in a room with a switch and a candle holder. When you pull the switch, the lights turn out, and then slowly fade back in. It was mainly made to show the workings of switches without too much extraneous material. It can be found at https://www.mediafire.com/?8a9cgeo8ee52s8g Please let me know if any of these did or did not help, and if not, what could I improve?
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