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Found 7 results

  1. I've started messing around with Thex' Animated Power Bar & Button Masher found here: http://forums.rpgmakerweb.com/index.php?/topic/8291-thex-animated-power-bar-button-masher/ One problem I am having is using the in-game RPG Maker timer to trigger the end of the event before completion. Basically, I would like to retain Thex' function for the Button Mashing mini-game, but also add a Timer, which exits the player from the event when the countdown reaches 0. Players will have to mash a button so many times before the timer expires to win the event. So far I have gotten the timer to activate and countdown, as well as trigger "Event Failed" flavor text, but I cannot exit the event processing. I have tried using the "Exit Event Processing" command, as well as "Break Loop" in several places to no avail. Is it possible to force players out of a looped event?
  2. Thex Number Displayer

    Part of: Thex Tutorial & Demo Systems note: The tutorial is in the Demo DEMO: Thex Number Displayer What is this? Excerpt from the Intro Event comments: Ever seen a GUI in the old RM2K games where they couldn't use scripts and wondered how they showed numbers all the way up to 999,999 with pictures? Surely their heinous sorcery must've been illegal back then, and they were all burned! Well, I've uncovered their dark ritual, and am willing to share it. Prepare all your lambs and virgins! In all seriousness, it was a simple math formula with some conditional branches. Now we have even easier methods to do it via script calls. I will show you both. This is a beginner to intermediate tutorial though. It requires knowing how to use variables, conditional branches, and show picture. We'll be using the 1s, 10s, 100s, etc. places in math to do this. All you do is break down each place in a number and get them to the 1s place. It's all in the tutorial and even the spoilered out comment above. i.e. 500, 60, 2 i.e. 0, 40, 1. Check it out!
  3. Thex Fishing System

    Part of: Thex Tutorial & Demo Systems DEMO: Thex Fishing System What is this? This is an intermediate to advanced level system to use. It animates pictures and waits for key press. Fortunately it doesn't do anything with indexing, which makes it a little easier to handle. It also fiddles with script calls to make it more lightweight. Right now this is only the uncommented demo. I'll have a version up soon full of comments to explain what each part of it does. First you find a place to fish (In this case the docks) and just wait for a fish to come passing by. When it's up on your hook just hit enter and pull the fish out of the water. It's very basic in it's difficulty and options. Expanding on them is up to you as an eventer. Once I start using the system myself I'm sure I'll return with a lot more functionality to it.
  4. Thex Custom Events Menu

    Part of: Thex Tutorial & Demo Systems DEMO: Thex Custom Events Menu What is this? Excerpt from the Intro Event comments: This is an intermediate tutorial. It requires knowing loops, conditional branches, and variables. It also requires strong knowledge of indexing. There's two ways to make a menu. The first is with pictures. The second, less common one is using events. Both are fairly simple, but animating events is as simple as turning on their step animation. If you're doing a menu specific to an event, like per the example, I recommend this system. This is also a great system for teaching you the math to draw and index a menu grid! The red orb event can draw a grid using the necessary input. The 3 criteria are rows, distance, and columns. These are all we need to draw a grid. From there you just plug them into formulas I show and get your results. The example shows you how you can change your character with this system. It also contains an event that brings up a menu to save at, rest at, attack or visit with a tent. The menus main downside is that other events with move routes still move when you're in the menu. It's rather negligible for this kind of menu though. Give it a try!
  5. Thex Character Creation

    Part of: Thex Tutorial & Demo Systems DEMO: Thex Character-Selector & Creation What is this? Excerpt from the Intro Event comments: This is a character creation run through. The options are basic, but those are not the emphasis of this tutorial. The emphasis is on how you select the graphic for your character. This is a beginner to intermediate level tutorial. You'll need to understand loops, conditional branches, variables, and switches. You should also learn basic system design concepts like index. There's 4 examples. The one where you start is a very nice scrolling menu that goes up/down with the characters. The first one at the top is very basic and simple, but doesn't show the next character in the list til you hit left/right. The other are variations of the starting map, which show how to do horizontal scrolling and use fewer characters than the map size. The way it works is you are asked what gender you are, what your name is, and then what you look like. Inputting extra options such as race & class should be easy if you look at the system. It's mainly to show off how to make a pleasing character design system using events. Give it a try!
  6. Thex Card Roulette

    Part of: Thex Tutorial & Demo Systems note: The tutorial is in the Demo DEMO: Thex Card Roulette (More like Slots...) What is this? "Welcome to Card Roulette tutorial, by Titanhex This is a beginner to intermediate system. Remember to credit me for the card graphics." Inside this demo is a set of events. You only need 4 of them, the lever and the 3 cards. It's not a terriblely difficult system, so long as you understand 4 things. Loops, Variables, Conditional Branches and Switches. Inside each event is a set of comments that explain the event, what it's doing, and how it works. This is pretty much a slot machine with cards as the graphic. If you truly understand how it works you can expand on it to make it even more involved. Pull the lever to make the cards appear. They change, and you have to hit enter to stop them. Line up 3 of the same for a jackpot. If you get only 2 in a row you get a smaller prize. You'll be responsible for adding the price yourself, but if you know how to set up an Inn you should be alright. You could even do a lock system which shows broken and unbroken keys. You need all 3 unbroken keys in a row to unlock the chest. With a little bit of tweaking you could also turn this into 3 card blackjack. Give it a whirl. I actually had fun playing it after making it.
  7. Beautiful Custom Shops

    DEMO: http://dl.dropbox.com/u/5536575/Custom%20Shop%20Tutorial.exe This tutorial aims to teach you how to make a nice custom shop layout for your game. Instead of going through that drab typical RPG shop menu, you can check out each item and get a custom description. Basically, with this kind of layout: Each of those events is something you can buy. The shopkeeper is just there for conversation. When you use the action button on an event, you get to see the stats and description of the item, then you get to decide how many to purchase, and then you get the final price and a choice of if you want to finalize the purchase. It's quite simple really. You can use this shop layout to allow the purchasing of equipment, consumables, and even spells! Lets start with the variables you'll need: 1. Variables You'll need 8 Variables for this: Items on Hand Price Quantity Total Name Icon # 99 Checker + Any Temporary Variable (All games should have two of these) 4 of the variables help us easily copy and paste each event so that we just have to make very minor edits to change it. Price Items on Hand Name Icon # The other 4 do fancy system work to ensure everything is done smoothly. 2. How to Copy-Paste The Common Event: This is an example of Leather Cap armor we can buy and the common event. In the Leather Cap example the first 4 variables are what we need to change for each copy-paste we do. Make sure the price is the right price for the item Make sure Items on Hand points to the correct item in the database we're buying You name it what you want to name it You give it the right Icon index number from the icon list. Then there's three other parts to change. The item description, which is the last 3 lines in the first "Text:" display. These are the description and stats for the item. I've made mine fancy and will provide my templates for items and weapons for you! You'll see towards the bottom "Change Armor: [Leather Mail] + Variable [n: Quantity]" Make sure you set this to the right item we're buying. Make sure you set the right graphic for the event that you want. 3. The Setup Alright, now that you can see the pictures and how the events are done, it's time to calibrate them for your game. After you do this you won't have to touch it again, minus the parts for copy-paste in section 2. First create your brand new events with everything I've shown in the picture, including the check boxes. (Or collect them off the demo) When you make this, you might be using different variable #'s then I am for my suggested variables. It's important that you correctly plug in the right numbers for each variable in the right places. This includes in the messages. You'll see a lot of messages have \v[##] like \v[98]. These point to the variables we made for this system. It's important you make sure they point to the right number! I'll list them off for you: \v[100] Items on Hand \v[99] Price \v[98] Quantity \v[97] Total \v[96] Name \v[95] Icon # \v[94] 99 Checker So just remember what number here is the new variable number in your game, and change them accordingly in the message boxes and down the event list. \v[100] ==> \v[3] if variable 3 is your Items on Hand. Don't forget your Temp Variable too! 4. How it Works It starts by getting brand new values for our text to show. These are the 4 variables that are part of setup. It then shows a money window, the price, and the name of our item we're selling with an icon next to it. It follows up with your own custom description of the item and the stats it provides or effect it does. It jumps into the Common Event after this: Then it asks us how many we want to buy, letting us input a number. It tells us the total price and amount we're buying after we've done this, and if we want to make the purchase. If we're going over the 99 item limit, it tells us and doesn't let us buy. If we don't have the funds to buy the item, we can't buy, and it tells us. It then leaves the Common Event: If we can afford it and fit it in our inventory it takes our gold and gives us the item(s) purchased. 5. Templates for Item Descriptions: These are example templates I've used for various items. They work with the default Window colors. Let me start with the base message you'll use so you can just copy-paste this into your text box when making the system for the first time: \$\c[4]\i[\v[95]]\v[96]:\c[0] \v[99]\g \> \v[100]/99 "Someone melted their bed frame to make this." \c[8]Heavy Armor\c[0] \c[24]DEF:\c[0] 4 \c[24]AGI:\c[0] 1 \c[24]LUK:\c[0] 1 \c[24]ASPD:\c[0] 1 \$\v[98] \c[4]\i[\v[95]]\v[96](s)\c[0] will cost \v[97]\g. Remember, you never have to edit the first line of the text box that shows item descriptions when copy-pasting. This is what I've used for a robe: "Close it tightly to avoid wardrobe malfunction." \c[8]Light Armor\c[0] \c[24]DEF:\c[0] 4 \c[24]MDEF:\c[0] 2 \c[24]MAT:\c[0] 2 I've used this for a Spear: "Putting knives on a stick seemed smart to someone." \c[8]Spear\c[0] \c[24]ATK:\c[0] 12 \c[10]EVADE\c[0]:-2% \c[10]HIT %\c[0]:-5% \c[10]AGI\c[0]-2 I've used this for a Red Health Potion: "It looks like blood, but I swear it's not!" Restores 175 \c[10]HP\c[0] to a party member when used. \c[11]Medicine. Here is the iconset I'm using: And here is the charsets I've converted the icons into: Art is credited to: http://ails.deviantart.com/ NOTE: If someone could make or provide a charset layout for the icons in RMVX Ace RTP that'd be a huge help to anyone using this tutorial! I did it once and don't have an urge to do it again :\
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