I have multiple Parallel Process Event tiles - Weather effects, Day and Night system, Enemy Spawn, Random Events, Level up Events, Story Triggers etc. These have no interaction with player but stay on top of Player at the corner of the map, Taking up 1 Tile space each.
These restrict me from...
Hello anyone with knowledge of MV scripting :kaojoy:
I am trying to achieve a system and I am almost complete. However, this issue has been something I have been unable to make into reality. I know this is possible, but I just cannot seem to get my head around the best possible solution. Anyone...
Hello! I searched a lot but could not find a plugin that PAUSES event processing. Can it be done at all? The idea is to have a plugin command that pauses any parallel events in the background, and then another command to resume everything.
Personally I need it to pause event movement. I know...
So basically I have a conditional branch reliant on a variable switch
If switch is on:
(Do this) *parallel*
(Say this) *action button*
Is this possible and if so how? Otherwise I'll just have to clone the map and transfer the player to the other one after the event.
(Please reference screen shot.) I have an event that plays an animation, pauses for 180 frames and plays the animation again. The event trigger is set to parallel so that the sequence repeats over and over. I'd like the player to be able to interact with the event (animation) when they touch it...
I'm trying to improve my "skip cutscene" function, and for that I'd really appreciate a way to check key press while showing messages, specially because there's a specific cutscene where there are a lot of quick consecutive messages, and just putting "wait 10 frames" before each message...
Sometimes autorun events are not enough to do the job. What I ment by that? Usually these events are erased and will not be called again after menu nor battle scene (also will freeze the game if not erased).
And then there are parallel events which are executed in EVERY frame (may...
Just a question. Does code like this
If variable 1
show picture 1
If variable 2
show picture 2
If variable 3
show picture 3
which constantly check for variable and change clothes to that number breaks performance by constantly loading images or something? Just to make...
I'm trying in vain to to come up with a way for an event to activate via a parallel process when it is next to another event (X or Y, so when it is in the radius directly around an event)
So far I've tried putting both Events X,Y locations into seperate variables and using conditional...
Parallel Common Events in Battle
This plugin loads the parallel-activated common events in the battle scene.
(Attachment, requires account)
MEGA Alternate download link
Just place it in your plugins...
My goal is to Create a custom battle system in which each attack uses a small "mini game" to determine whether or not the attack will be a success or a failure.
I will gladly commission any coder/scripter who thinks they might be able to help me accomplish this goal. If you are...
I have an enemy that uses a parallel process to chase the player and attack if he is adjacent. I also want it to check if the player attacks back with the action button. How can I do this? I have to choose either parallel or action button trigger, it doesn't allow both.
In VX Ace, Parallel Processes seems to load before the window shows the contents of a map. For example, if you want to display a picture even before the map fades into the new one, it'll do just that and be visible when the map first fades in.
However in MV, the Parallel Process only executes...
So I have an event where a sleeping person is supposed to display the "zzz" balloon while a cutscene goes on around them. I set the event to display that balloon on that event as a parallel process, but all that happens is an empty balloon appears above them. Anybody else get this? Any fixes? I...
Parallel Process Events Execution Bug Fix.
There is a problem with the execution of Parallel Process events in RPG Maker VX Ace (at least at the time of writing). Unlike Autorun events, they are not executed every update cycle (frame) by default due to a misplaced line in Game_Interpreter...
So i'm having trouble with a parallel process, yet again. Go figure.
So, what happens is, the player talks to a particular NPC, and then the NPC heads off to another map through careful use of switches. However, on the next map you encounter that NPC, it's frozen in place, despite the event...
First and foremost, I'm not sure if this behavior is only for Ace.
Second, this is more of a "BEWARE" kind of thing
So let's get it on.
Here's the thing:
If you have parallel/autorun events on a map, then you use Erase Event to erase them, then used the save command and then quit the game...
I was working in a particular project when suddenly.. I thought of an idea
About NPCs talking to each other.
Well normally we use "Stepping Animation" to make them look like talking.
So I was wondering of putting the "Stepping Animation" to both NPCs in Parallel Process so the player can...
I'm just testing things out in this program, trying to figure out some programming basics for a game I plan on making in the future, so the test I have right now is pretty bare bones and silly.
I'm trying to create an event where you talk to a lady at an Inn, and if you don't have enough...
I got to thinking - it's not just the app itself when considering purchase of RPG Maker. At least one reason to get the new RPGMaker even if not switching to use it may be if they're packing in a ton of new high quality assets for the RTP.