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Found 21 results

  1. Hello, everyone. Today I've been working on a "New Game Plus" feature, where if you have completed the game once, a switch will be set to true that allows you to select and play a new game that has extra features in it. I am very close to having this set up exactly the way I need it to be. Using this little set up here, I created a switch ($extragame) that can be set to true while in-game. I will set it to true after the player has completed the whole game. At the title screen, when they select "New Game" it will take them to a scene that'll ask them if they want a "New Game" (without extra features) or a "New Game +" (that will have extra features.) module DataManager class << self alias orig_CGO create_game_objects alias orig_MSC make_save_contents alias orig_XSC extract_save_contents end def self.create_game_objects orig_CGO #MY OBJECTS $extragame = false unless true $extragame_y = false end def self.make_save_contents contents = {} contents = orig_MSC #MY OBJECTS contents[:$extragame] = $extragame contents[:$extragame_y] = $extragame_y return contents end def self.extract_save_contents(contents) orig_XSC(contents) #MY OBJECTS $extragame = contents[:extragame] $extragame_y = contents[:extragame_y] end If they select New Game +, the setup for a new game will execute pretty much the same as normal, but with an addition that $extragame_y (as in "yes the player selected an extra game) will be set to true after the game has technically started. Before anything else will happen, the player will be immediately prompted in-game to save. That way when the player continues on that specific save file, the whole game will have extra features from then on. def newgame_extra DataManager.setup_new_game fadeout_all $game_map.autoplay SceneManager.goto(Scene_Map) $newgameplus_y = true end Everything is almost in place, except for the problem that if the player exits the game and re-opens it, the switch $extragame is set to false again. This doesn't happen if you go to the title screen, even if you don't save after triggering $extragame to be set to true. My solution is to find a way to make the state that switch $extragame is in to persist even after the game is closed. However, that could be an issue as well, since that means I could potentially publish the game with the switch already set to true because I've been testing out the extra game feature. I'm considering to solve this solution by having switch $extragame set to true at the very end of the game, making the game autosave on the save file the player is playing on, and then whenever the game is booted up it checks to see if there's a save file where $extragame is set to true. If there is a file that meets the requirements, then the player is given the option to play on a "New Game Plus" file. I feel like I'm so close to figuring it all out, but my last idea seems to be a little out of my element. I will continue researching what I can do. If anyone has any ideas, I would be happy to hear! Thank you for your time.
  2. Hello All I am very new here so please be gentle if i am doing something wrong or posting in the wrong place. I am not good with code but i am very willing to learn. I basicly want to script a variable to be an math equation wherein i call upon other stats of chars and variables and just numbers. something like this ((actor1 attack + actor 2 attack) + (variable * 2) / 400))*100) I know above is not a real syntax Its only me trying to explain what i want. I am not even sure its possible if its not then just tell me that. I tried looking in the post about MV scripting, but none of the video links work
  3. 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.
  4. AeroBiba

    A bunch of Tutorials

    Hey i made a bunch of video tutorials for the RPG Maker MV and wanted to share them. Since I don't want to spam this Community I decided to just link my YouTube channel, where I uploaded them. I literally earn nothing from it and do it for fun and to help people so I hope it's ok the way I did now. Topics: - Define borders with coordinates - Push a stone onto a button to reveal a hidden door - Turn events to the direction of the player (like someone is watching you) - A horse race minigame - An alternate Action Battle System - A Lufia style approach from enemies, with the function to let them step on a button to open a door and to shoot them to freeze them on the current position for a few seconds Brief Description: - Learn to store informations about events in variables and use them Requierements: - RPG-Maker MV (Also should work for older versions) Tutorial Links: https://www.youtube.com/channel/UCm6MsX2M03QGScOqj_SIkSg Thank you for reading.
  5. What I'm trying to do is set the parameters of my enemies with variables according to the level of the party. I set up a Common Event that is called before a battle, and calculate the HP/MP and Parameters of the monster before the battle is initialized. In the Common Event, calculations are made and converted to an array per each stat for the enemy. These calculations happen between each array, but in the spoiler section is the end result of each calculation where Variable 16 acts as a placeholder for the stat as it is calculated and then inserted into the array 1-6. I just put the end result so you can see... I didn't want to add all the calculations in, wanted to make it simple for the point of explanation. Changed all enemy database HP/MP and Parameters to 1, and then added a script call at turn 0 of the battle (Found this idea on another forum). However, when I start the battle, RM errors out with this error... On that other forum, I expressed that I was getting this error but nobody has responded to my post. So I brought it here in hopes of gaining another level of support. And I've tried every variation of $game_troop.members[#]. I tried to do this with Yanfly's Adjust Limits script, but I cannot get a variable to work with his script inside the notes section of an enemy when I use the note tag <stat: ##>, I don't think it is setup to REGEXP variables from the note tag... And my knowledge is not that strong with ruby to try an implement such an addition. Any additional information would be greatly appreciated, as I'm trying to scale my enemies with my party versus creating the same enemy for every 10 levels the party progresses. Respectfully, Altimos EDIT: This Thread can be closed due to Hime coming to my rescue with their "Enemy Param Formulas" script.
  6. Valjean83

    Shovel Item!

    hey all. Need some help with using a shovel item. at one point in the adventure, the hero receives a shovel. It can be used in two areas. Im sure I have to use a common event, but was having difficulty. I do not want to use the action button to trigger the event. I need the player to select the shovel from their inventory in order to dig. When they are standing on a correct spot and use the shovel, I want it to say "You dig into the dirt... "and found an item!" In all other areas of the world, I want it to say: "You dig into the dirt... "but find nothing!" thanks for reading this and hope you can help!
  7. 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?
  8. Hi, so is there a way to check if numbers in an array like: $game_variables[3] = [4..8] are equaled to the same amount. Like, variable 3 will hold all of 4-8's values; 4-8 can gain individual values and it's possible for them to match. Is there a way so I can check when they are so I can trigger an event? Reason I'm asking is for a personality eventing system. You can increase bravery, intelligence and other personalities like that. When all the personalities match up, I want the character's sprite to change. I hope I've written this well Any help is much appreciated.
  9. 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
  10. Hey all, I've cross posted this on Steam as well, but I was hoping someone could help me with a step by step of how I might event and implement an ordering system for shopping in my game. Rather than simply using a shop process, I'd like my PC to be able to order and pay for items and then have them become available for pick up with an NPC at a later time. Say my PC is running a shop and needs to restock 2 Bread and 3 Cloaks, they would order them with the NPC and pay at that time, then a day later the items come in and may be picked up with the NPC. How would I event such a thing? I know I need a time system, and I need to use a wait function, but I can't figure out how to pull it all off the way I want. Thanks.
  11. Hey, new problem. Idk how to really explain it without sharing code so all my code will be underneath. Basically, I'm collecting steps and when I hit a certain number I teleport. When I get back I'm suppose to collect more and teleport to the next stage, but when I return its going back to the beginning. Step collecting & event activating event [My error is in here I'm 99%] @>Control Variables: [0004:Steps Taken] = Steps @>Control Variables: [0005:Random # 25-100] = Random No. (25...100) @>Control Variables: [0007:Random # 101-200] = Random No. (101...200) @>Control Variables: [0009:Random # 201-300] = Random No. (201...300) @>Conditional Branch: Variable [0004:Steps Taken == Variable [0005:Random # 25-100] @>Control Variables: [0006:Maze] = 1 @> : Branch End @>Conditional Branch: Variable [0004:Steps Taken == Variable [0007:Random # 101-200] @>Control Variables: [0008:Cave] = 1 @> : Branch End @>Conditional Branch: Variable [0004:Steps Taken == Variable [0009:Random # 201-300] @>Control Variables: [0010:Cave] = 1 @> : Branch End First Conditional Branch activates this code @>Play SE: 'Sleep', 80, 100 @>Change Party Member: Remove [???] @>Change Party Member: Add [???] @>Wait: 180 frame(s) @>Change Party Member: Remove [???] @>Transfer Player:[006:Maze F3] (025,024), Down @>Change Party Member: Add [???] Leaving the maze map activates this code @>Control Variables: [0006:Maze] = 0 @>Control Variables: [0004:Steps Taken] = 101 @>Change Party Member: Remove [???] @>Player SE: 'Move', 80, 100 @>Transfer Player:[001:Main House F1] (016,006), Down @>Change Party Member: Add [???] Then in a perfect world I should go back to my step collecting & event activating event until I hit @>Conditional Branch: Variable [0004:Steps Taken == Variable [0007:Random # 101-200] @>Control Variables: [0008:Cave] = 1 @> : Branch End Which would activate @>Play SE: 'Sleep', 80, 100 @>Change Party Member: Remove [???] @>Change Party Member: Add [???] @>Wait: 180 frame(s) @>Change Party Member: Remove [???] @>Transfer Player:[001:Main House F1] (011,009), Down @>Change Party Member: Add [???] But instead of getting to the second branch I just do my 25-100 steps to go back to branch one. I am not using common events for steps because I do not want to collect steps while in other maps, but I have identical coding in F1 and F2 of my house. I know variables transfer between maps because I can set my steps needed to 5 to teleport to the first map, walk 4 steps downstairs go up stairs and move one space then transfer to the maze. I added @>Control Variables: [0006:Maze] = 0 @>Control Variables: [0004:Steps Taken] = 101 To leaving my maze map because I have to turn my maze activation teleport off in order to move again and not instantly teleport back to the maze and I turned the steps taken to 101 so I would be above the requirement for the maze (which is equals NOT greater than or equal to). Yet this does not work. I just recount my steps for opening the maze transfer. Do I need to have my maze map transfer me to a copy map of the main house with only the second transfer code in it then that map transfer me to a 3rd copy of the main house with only the third transfer code in it? Or is there a way to break this event up so it will ignore the first conditional branch after its completed it?
  12. 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
  13. Hey, so recently I started making a game and I wanted to incorporate a puzzle in which the player pushes 3 barrels across a river to make a bridge. That would allow the player to use the barrels to get across and, therefore, have access to the other side. However, I have no clue how to even start with this. I have looked up tutorials on how to do this but the only pretty helpful one that I found had imgur images and they were broken, which means I couldn't see the event pages in the first place :/ So, I'm sorry if it seems nooby, but I'd like to know how I could pull this off using things like switches, events and variables and preferably without a script. Any help on the topic is very much appreciated Images are helpful
  14. Hi all, I was just wondering if someone would be able to assist with something I've got a bit stuck with. Apologies if I've accidently posted this in the wrong forum, I wasn't entirely sure which category this should be posted under. Basically this is the scenario I'm looking to achieve: Let's say there's a tree with a hole in it and the main character can check this hole to see if there is an item inside. So basically, this is just a case of using the action button trigger to activate an event as this stage, only, I would like there only to be the possibility of finding an item based on random chance. I could achieve this quite simply by using a control variable command to set a variable named "find" to a random number between 1 and 5, and then just checking the specific number that has turned up, but I'd like this to be affected by the luck stat. What would be the best way of including the luck stat in this equation to make it more likely to find an item in the hole? Many thanks for any help offered!
  15. I tried researching but couldn't find a solution to my problem. I am trying to teleport a player to their previous location. Sorta like Diablo 3 when you teleport to town then run back into portal you go back to the place you came from. I used the variables mapid,player x and y, but it doesn't record the previous location. When I try to teleport back I get an error saying "Unable to find file: Data/Map000.rvdata2" Can anyone help me with this?
  16. I need a plugin that would display a small window to show a variable that keeps track of the Floor or Basement the player is on. It would also need to change the text based on a switch. For example: 1F (F would show after the variable if switch was off) B5 (B would show before the variable if the switch was on) Perhaps maybe it could also show the map's display name before that as well: Ancient Cave: B64 or Infinity Tower: 89F And of course, use another switch to disable it (for the world map or towns, etc.)
  17. Ok so I want the players to be able to work towards a ultimate "mission" where in they lower the "light" level of the world (a numerical value of the power of "good" in the world). After a certain point in the game I want there to be a "Light Remaining" counter visible in the top right corner of the game. When they complete an objective in the game, it lowers. I know I am going to have to do something with a common event and somehow have it display that variable's value. It would ultimately work like a visible score. Any thoughts on how to do this?
  18. Tsukihime

    Self Variables

    This plugin introduces the concept of "Self Variables" for your events. Similar to Self Switches, each event can hold its own set of self-variables, which you can use to keep track of things like how many times you've interacted with the event, or the last position of the player that this event has seen, or anything else that you would like each event to keep track of on their own. An event can have as many self-variables you want as long as you find an appropriate name for them. Unlike self-switches, which only hold a true or false value, self-variables can hold any kind of information. Because you can access them using script calls, they can be used in conditional branches and other parts of your event to create intricate events that interact with the player or the game itself! More information and downloads available at HimeWorks Self-variables can also be accessed using Custom Page Conditions, allowing you to create page conditions based on self-variables.
  19. I'm trying to create a 'debug item' that uses a common event to allow me to change an actor's stats in-game through the use of variables. Using the 'Input Number' event command, I need to be able to change an actor's stats using 1 variable for the actor ID, a 2nd one for the parameter's ID & a 3rd one for the amount to change it. Does anyone know the script calls necessary to do this?
  20. So this was an idea initially posted by IrateResearcher Well, after playing around with the damage formula and variables, I accidentally stumbled upon a way that could get that done, So I decided to make the skill! Demo link It's fully set up using eventing, no scripts at all so it should work in any project (That uses a battle system allowing events). Though it's definitely not plug and play unless you. Use the default database Have the only character using the skill be Actor 6 So yes. Just decided to put it out if you were wondering how to make it yourself. The skill is composed of two skills and a common event. Skill one is the skill you actually see, it does nothing but: Serve as the "visual" skill with the description and energy costs. Call a common event (Optional)Apply a 1 turn duration state on the enemy to prevent the "Attack had no effect on x" message. Then we have the common event, this one is a bit more complicated. I'll try to break down what it does. In the screenshot below you'll see how it's set up for three of the 6 guns (In the demo it's set up for all 6) (Optional)Play the gun cocking sound. Set the Variable storing the number of items to 0 to prevent the skill getting more powerful every time you use it. Set the Variable storing total damage to 0 to prevent the skill getting more powerful every time you use it. <Label-TestFlint> Tells the event where the start of the "test" sequence is. Checks whether or not the player has any "Flintlock" in their inventory If they do: -Add 1 point to the variable storing the number of items -Remove one "flintlock" from the inventory. -Return to <Label-TestFlint>to see if they have more than one If they don't: -(optional)Return as many "flintlock" to the player's inventory as were removed. (Not doing this would result in the item being consumed. -Tells the game that the "flintlock" is worth 16 damage per item. -Multiplies this value by the number of items counted. -Adds this value to the variable storing the total damage for the skill. -Sets the variable of counted items to 0 so it can go and count the next type. So, let's say the player has 6 "flintlock" in their inventory Each "flintlock" is worth 16 points of damage. 16 x 6 = 96 damage. After doing this calculation the script then does the same for the "Musket" and the "Dragoon", putting all their values together. As you see, the only things that changed between item types are the items, and the name of the labels. So, let's scroll to the bottom here. (optional)The event waits 20 frames (a little less than half a second) (Optional)Another guncock sound is played. The script tells Actor 6 (Kayako) to use the skill "GunVolley" on a random target. (Note: it IS possible to pick a defined target, but since this skill targets all enemies it's unnecessary) So, we had the hardest part behind us... we head over to the second skill it calls. This one does the actual damage. This skill is: NOT directly selectable Called by the common event above Contains the following damage calculation: a.atk * 2 + a.agi * 3 + v[5] - b.def * 2 Which does the following Take the skill user's Attack power Mutiplies this value by 2 Take the user's agility Multiplies this value by 3 Adds the value of Variable 5 (Which is the variable storing the total damage of all items combined) Divides this by the defense of the opponent (times 2) So let's say, Actor 6 has an Attack power of 120 An agility of 98 and the attack power of all Counted items in her bag combined is 2400 The enemy has a Defense of 130 The damage done should be the following: (120 x 2=)240 + (98 x 3=)294 + 2400(=2934) - (130 x 2=)260 = 2674 (240 + 294 + 4400 - 260 = 2674) Yes, you read that right. 2674 whopping damage. The opponent's defense doesn't have much to say to that. Obviously the skill might need some balancing, (To be honest, I am not sure if this is even how damage calculations in RPGmaker go) or the items should be harder to acquire. But you definitely notice that! So yes, that's all there is to this skill, if you want to use something like this yourself, go ahead, no need to credit anyone.. Perhaps let me know, leave a like if you enjoyed it. Kukuku. (If you use this skill directly without modifications you might want to thank IrateResearcher for the idea. But yes! Happy fun times!
  21. Okay to set up the situation: I have a puzzle that is a 4x4 grid of events. Each event allows you to place an item which will raise two variables, the row V and the column V. So when the item is placed on an event the two corresponding variables will increase by 1 integer, likewise if the item is removed from the event then the two variables will decrease by 1 integer. There are 8 of these row/column variables: A-D and 1-4. There are 8 torch events on the map as well. They are parallel processes and are activated when their corresponding V is = to 2 (if the V is lower/greater than 2 the torch event appears unlit). The goal of this puzzle is to have the player arrange 6 gems on the 4x4 grid with no more than 2 gems on any row or column (this doesn't count diagonal placements, those are irrelevant). Obviously there are multiple solutions to this and that's fine. What I'm having trouble with is a way to both unlock a door when all 6 gems are placed correctly and a way to deal damage to the player when the six gems are all placed incorrectly on the grid, meaning there is more than 2 gems on a row/column (but all six gems need to be placed for the damage event to take place). I'm having a bit of trouble wrapping my head around at the moment, probably because I've been implementing puzzles like crazy the last few days. I need some outside perspective on how to get this last part to work. I've thought about making another variable for each time a gem is placed and when that V = 6 than to activate the damage player event but I'm not sure how to distinguish if they are placed correctly. Nothing I jot down seems like it will work properly and I don't want to start editing my events unless I have a precise plan of action. Any insight is appreciated. Thanks in advance! EDIT: This topic can be closed. I figured out what I want to do.
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