Event System Support (expert users only)

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Leah

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Oh that's easy beasy! I did this for my Summer Quest game ;3 Ok, here's what you do.

What you have so far, then

Set Move Route (This event) Wait X frames, as the last thing in the line, not really any need for a second event page. Hope this helpses :3
Thanks, that helped out a bit, but I still have an issue if you accidently run into the monster. Basically if you hit the up key and a monster moves in front of you before you go up, you get hit like 10 times at least. Know how to change that at all?
 

RyanA

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Thanks, that helped out a bit, but I still have an issue if you accidently run into the monster. Basically if you hit the up key and a monster moves in front of you before you go up, you get hit like 10 times at least. Know how to change that at all?
I think...I also added a set move route (this event) one step backwards, and I did that on both the player and the event! :3 It seemed to stop you from getting KO'd in 1 step at least x3
 

Zasian

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We'll since this topic is related to events, I shall say this. If you end up using an obscene amount of events (generally happens when people new to rpg maker try to overlay tree's or whatever, until they learn about parraling that is) YAMI has created an anti-lag script which does clearly as it states and is rather simple to set-up.

That is all.

EDIT: ooopss, My apologies, I did'nt realize that some one allready posted this earlier. Must have overlooked that, my bad. xD

We'll think of it as a reminder if you feel like you want to use it. lol
 
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Not sure if this is where I need to put this, but I figure I'll ask anyways.

I'm making a game that has several characters (eight in total) and I'm making use of reserve parties (It's a guild...the members not on task wouldn't just be sitting around).

My question is I'm trying to make specific events happen when X party member is in the MAIN PARTY.

When I simply use the Condition that they're in the party, it applies even if they're in the reserves.

How can I make the game check to see if X actor is in the main 4?
 

PK8

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Try this as a conditional. This will check for an actor in the main party.

$game_party.battle_members.include?($game_actors[1])

* Actor ID
 

Shura

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Hi! I've been trying to make a pseudo aggro system with the help of events. I've set a common event to check for each actor's current mp level and who ever has the highest mp level at the end of a battle turn will get a state that inflicts 200% TGR. That part works..

however, in the battle events for troops, I can't figure out how to set the event to keep checking every turn. The common event works

for the first turn, but I can't seem to get it checking every turn until the battle is finished.

here's a screenshot of all I think would work (really small huh? ): )

And .. I have a second problem. I really didn't want the common event to check for highest mp, but rather highest tp level.

It'd be great if any one could tell me what the little snippet is for the tp game variable for each actor, if it's possible. So I could set the

variable operation as the TP level.

Any help would be appreciated! Thanks!
 
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Necromus

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Just set your common event to paralell process and activate once a battle begins.

As for checking the TP value, if you can't select TP in the options for variables, then you can only check them with a script.
 
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ultrabonz

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Basic question:

How can I change/delete/add existing events on my map based on an event triggered?

Example: I start inside a house. There's an NPC(A) that I talk to. Then I exit the house and walk north. There, I talk to another NPC( B) . NOW: I want NPC(A) to change his location as soon as I talk to NPC( B) . He should no longer be inside the house now but in the garden.

I tried to do this by copying the entire map and change the according event. But this makes things very complicated. I hope there's an easier way to do this.

Can you help me?

thanks,

ultrabonz
 

PK8

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Use a switch that activates as soon as the player interacts with NPC(B) by using the Control Switches event command.

After that, create a new Event Page for NPC(A) that checks if a particular switch is activated.
 

Leah

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I think...I also added a set move route (this event) one step backwards, and I did that on both the player and the event! :3 It seemed to stop you from getting KO'd in 1 step at least x3
Found out a solution! After getting hit and losing one health I set control switch A on which leads to the second event page. On the second event page I disabled movement of the guy and set the trigger on parallel process. The actual contents include it Waiting 62 frames using 'Wait...' under Timing and then after that it turns control switch A off. It totally works perfect now! Thanks for your previous help and inspiration for me to think of this~~
 
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RyanA

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Found out a solution! After getting hit and losing one health I set control switch A on which leads to the second event page. On the second event page I disabled movement of the guy and set the trigger on parallel process. The actual contents include it Waiting 62 frames using 'Wait...' under Timing and then after that it turns control switch A off. It totally works perfect now! Thanks for your previous help and inspiration for me to think of this~~
You're more than welcome :3
 

danrs88

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Hello everyone!

I am completely new to RPG Maker, and have downloaded the RPG VX ace trial version. I would like to say that I am very impressed! the tools to make a great RPG game with no programming experience required! awesome!

OK down to business, I have been playing with the event editor for an hour now and I am placing a new actor down and having him move towards me and eventually talk as part of an intro-cut scene. The moving is fine, but the 'Wait' move command isn't working for me.

If I insert a wait move for 60 frames, then have him move right and down, he's just moving straight away. So the wait isn't kicking in...

What I want to do is have him wait until after I have completed the first event and then move, so I am trying to have him wait a certain amount of time before moving.

Could I have some advice, tips? I have searched through the tutorial sections but its a lot to take in and I may have missed something.

Thanks

Dan
 

mobychan

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Are you sure it doesn't work?

60 frames equals 1 second, maybe try inputting a greater value to check

Mind posting a screenshot?

It's easier to help then ^^
 

danrs88

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Ahhh I see, I'm sorry to bother you. I was setting the graphic move path in the Autonomous section and then it clashed with a movement path I put into the contents.

I have figured it out now.

I will most likely be posting a lot more noob questions. I will try to play around more before asking next time.

Thanks :)
 
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danrs88

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OK, I have a problem. I have an npc, he moves and opens a stairwell to a dungeon. I have the speech for him set up through a different event but just timed in, that seems to be ok, but whenever I return to the map he re-spawns and the event runs again.

How can I set this up so that he will only do his business once.

Edit:

Also, every time I try and use a switch to turn him off at the end of his event, it makes him vanish all-together. He is turning a switch on already, in order to open up a stairwell as access to a dungeon.

Here is a screen shot.

http://gyazo.com/f31bbe12faf302c3ef5d0c14d9991037
 
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RyanA

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OK, I have a problem. I have an npc, he moves and opens a stairwell to a dungeon. I have the speech for him set up through a different event but just timed in, that seems to be ok, but whenever I return to the map he re-spawns and the event runs again.

How can I set this up so that he will only do his business once.

Edit:

Also, every time I try and use a switch to turn him off at the end of his event, it makes him vanish all-together. He is turning a switch on already, in order to open up a stairwell as access to a dungeon.

Here is a screen shot.

http://gyazo.com/f31...f5d0c14d9991037
First, I'd put all the movement in the set move route tab, make sure wait for completion is checked, then have the switch seperate at the end. Add a second event page for the character, with the condition of the same switch used to open the stairs, have the graphic empty. Then, he should go open the stairs and dissapear, it's really simple stuff, there are lots of tutorials in the tutorial section for these kinds of things, but always happy to help :3
 

danrs88

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You are correct, I'm sorry to be a pain. After trying exactly that it worked.

Thanks :)
 

PhantomHero

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Hello, I am new to the RPG maker series and I just recently bought RPG Maker VX Ace and I am just having one problem and this may be a newbie question because it may have been answered before. I am just trying to figure out how to make an event that is triggered by stepping on a certain panel and then it would trigger something like a enemy to spawn or a noise to play. Sort of what RPG Maker 2003 had where you could set the condition to "collision" and have the event invisible underneath the characters. Thank You!
 

Des

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Hello, I am new to the RPG maker series and I just recently bought RPG Maker VX Ace and I am just having one problem and this may be a newbie question because it may have been answered before. I am just trying to figure out how to make an event that is triggered by stepping on a certain panel and then it would trigger something like a enemy to spawn or a noise to play. Sort of what RPG Maker 2003 had where you could set the condition to "collision" and have the event invisible underneath the characters. Thank You!
this doesn't belong in this thread. it's basic stuff.

but the answer is that "on player touch" is the equivalent of the collision.

however, in your example, something like this might make more sense: http://finalbossblues.com/rmvxace-using-map-coordinates-p1/
 

heyyitsdale

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Hey there. I hope this is the right place to post- I'm new to the forums here. D:

I'm having some difficulty making an event involving party members. I want to have the player go around town, recruit party members, then, after they have collected the party, I want the player to talk to the final character to join the party, which allows use of the ship. How would that work exactly?.-.
 
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Well, looks like I need to build myself a quest system. Or really just a system for "Helpful voices" to talk to the player. I'm sure nothing will go wrong listening to them.... They're "helpful". :LZSwink:

Should be pretty easy with PIXI just letting me write all over the screen. :LZSexcite:
I'm starting to think I just dont like anime since the last one I enjoyed was none of them.
Hi guys, Im new here. Im using RPGMMV. In this community i would like to learn more and become better rpg developer.
The main character for the first game was originally going to become a member of the party in the third game but I'm probably changing him to an important NPC instead. That brings the third game's total ensemble roster down to nine with one optional secret character.

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