Event System Support (expert users only)

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Nevermind wrong place for this question
 
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Shaz

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You need to be more specific about what you want to happen. And please post in a new thread - what you are asking sounds like a simple event, not an event "system" (many events working together to function as a whole system)
 

Sicine

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I'm eventing a character creation system. The bulk of this work is done--the problem arises when I want to display to the player suggestions on what classes she or he might do well to choose. Specifically, I want to flag "good" choices in blue or green and "bad" choices in orange or red. I'm looking to get a text box to result in the following coloration:

dialogbox2.gif

I can do this normally, adding appropriate text colors to stuff, but the problem is that these colors need to be derived from variables, depending on how well the character's stats match with the listed classes.

I can do this normally, as well (e.g., "\c[\v[x]]"). However, the text box's displayed contents are derived from strings stored in variables concatenated together in an order specific to the character's stats and class affinity (the bit at the beginning is a Yanfly message code). The three variables in this case are $game_variables[97], $game_variables[98], and $game_variables[99]:

textevent.gif

I had to do this because the order of the classes that appear must be able to change, given one character or another's different stats and class affinities.

I've managed to calculate potential class affinities, and I've been able to arrange the classes in order of best to worst match, and I've been able to event it so the best-matched class (or classes if they're tied), second-best class(es), and worst-matched class(es) are displayed in the right order in the text box.

What I can't seem to do is embed the text box color codes in the variables containing the class names. I've gotten pretty close by doing this:

eventwindow.gif

This is the result:

dialogbox.gif

(Not including the double "\\" results in errors and script conflicts.)

I'd be willing to consider other ways (via event script calls) to get the colors in there, but I'm really a Ruby novice--not unfamiliar, but not yet fluent. I'm afraid I don't how to make certain variables stored as strings appear in the text box with a color attached to them outside of the "\c[x]" codes.

Anybody got a solution or a creative workaround that wouldn't be too onerous?

EDIT: Well, I didn't find a *complete* workaround, but I managed to event it so each "best"/"worst" class slot is tied to a variable, and another governs that class's color, and another governs the color of the dividing punctuation. I have a script that allows me to set a transparent color, which I did by default. So, when a class is deemed to be on one of the lists, its variable is set to the relevant class name, that list position's color is set to an appropriate color, and the delimiting punctuation is set to a different color. I'm still interested in a solution to the above, but it's not gonna break me to not have it.
 
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astigz23

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I don't know if this kind of question was asked already, but here is my situation:

You go outside your house, activating an event scene on which you will have some talk with an NPC. This activates a certain switch that, when enabled, will erase the event or NPC inside your house. It erases the event, but it takes a second to that. How do you make it erase the event easily?

I will really appreciate your help, even if it's just a small help. Thank you in advance.
 

Shaz

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It should happen instantly - as soon as the switch is turned on. Unless you have an event set to autorun somewhere that plays a part in the process. If that's the case, I'd question whether you're using the best method - you shouldn't need to turn on a switch that activates another event that erases another event (or itself). Do you have a page conditioned by that switch, set to autorun, with an 'erase event' command? If so, don't. Leave the switch there, change the trigger to Action Button, and get rid of the event commands and the sprite. A "blank" page with a condition is similar to no having the event there while that condition is true.
 

astigz23

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It should happen instantly - as soon as the switch is turned on. Unless you have an event set to autorun somewhere that plays a part in the process. If that's the case, I'd question whether you're using the best method - you shouldn't need to turn on a switch that activates another event that erases another event (or itself). Do you have a page conditioned by that switch, set to autorun, with an 'erase event' command? If so, don't. Leave the switch there, change the trigger to Action Button, and get rid of the event commands and the sprite. A "blank" page with a condition is similar to no having the event there while that condition is true.
Unfortunately, yes. I will try to do it without using an autorun option. Thank you for your help
 

Shaz

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Just have the page conditioned by the switch but leave everything else as default (no graphic, Action Button trigger, no autonomous movement and no event commands).
 

Mon Dez

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*Copied and pasted from my original thread  :p   :rock-right:

Hey, everyone! Mon-kun here needing some help from you all. I took a break from my Shounen Jump Weekly and tried making a character selection screen using only pictures on RPG VX Ace, but so far my attempts have been unsuccessful and I have tried multiple things to make it work and of course I tried to refer back to Drakath's game on XP, but the files for that are no longer available for me to reference.

I tried conditional branching using arrow keys, but it breaks my Ace by it freezing and of course I used wait though it didn't successfully work for me. So I need your help on fixing this problem. I'm eventing the selection screen as a start on my game to screw in the foundations for the intro.

Here's some pictures as examples of what I'm trying to accomplish:

Default Selection Screen:

Character Selection:

If you can help out my pitiful self I would be extremely grateful.

 

Celianna

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Can we see a screenshot of your event? Making a choice of options appear with only pictures is actually pretty easy to do, but let's see what you tried first.
 

Mon Dez

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I went along with this using the variables and conditional branch off my memory, but I think I messed up somewhere. I only did up to two and tested it just to see if the movement would at least work plus I set it on Parallel Processing. The Current Set Up I went with the choice box, but it doesn't work well since I'm aiming for an old style RPG.

Current Set Up:


Previous Set Up:

 

Celianna

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Here's a more simplified set-up of eventing a selectable menu with pictures. On your first event page, set your variable Class to 1, show the very first picture (the first option in this case), then turn on self switch A. The trigger is up to you, since I do not know if this is an automatic class selection, or an optional one. Create a new event page with its condition set to Self Switch A, and set it to autorun, and do not use any loops.


Top of the event:


Check for C button input (this is the action button). Add another conditional branch within this one that checks the value of your class selection variable. If 1, warrior, if 2 hunter etc (whatever you want it to be). Turn off self switch A - or turn on whatever switch you have in mind to know whether the player has selected a class to exit the event.


Middle of the event:


Check for left and right button inputs, by using this script condition in the conditional branch (change LEFT to RIGHT for checking the right button):

Input.trigger?(Input::LEFT)When pressing right, add +1 to your variable skill class. When pressing left, subtract 1 from variable class. If you only have say, 5 classes to choose from, create a conditional branch that checks if the variable is greater than of equal to 5. Obviously if you have more than 5, or less than 5, use that number instead. If true, set the variable to 1. Right below this, create another conditional branch that checks if variable class is lower than or equal to 0, if it is, set it back to 5. This allows the player to loop through choices.
Bottom of the event:


Create a conditional branch that checks what the value of the variable Class is. Set it to equal to, and create it for every option (so 1 through 5). In these conditional branches, use the show picture command to change the picture.


And that's it! I can't show you how it would look like in an event since I do not have RPG Maker with me at the moment, but if you're stuck, just show me what you've done so far.
 

Mon Dez

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It works great! Thanks so much Celianna-chan! Now everything is at full throttle and I gained a better understanding towards variables with pictures.
 

Lisarda

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Celianna

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Lisarda these are not complex eventing questions, there are beginner level questions everyone acquainted with the program should know. Please post your own topic in the support forum :)


There are some legitimate event systems in your post (day & night system, hunger system), but we do not provide you the means to make it. You should already know how to use the program, attempt to do it yourself, and when you're stuck, we will help you out with what you've already done.


Come back when you get better at the program!
 
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kurimaw82

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hey guys, how to show a value of a specific variable? ex.Variable A is equal to 14, 
and i want it to show in a text by talking to a NPC. thanks ^_^
 

seita

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If you put your mouse ontop of the text field and leave it there for a second without touching it, it'll show a tooltip of various commands you can put. Included in there is a way to show the variable in the text field.

For variable 10, it would be \V[10]
 

kurimaw82

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If you put your mouse ontop of the text field and leave it there for a second without touching it, it'll show a tooltip of various commands you can put. Included in there is a way to show the variable in the text field.

For variable 10, it would be \V[10]
Thank's , i just use \\/[01] (it is \ and this /)

instead of \V[01] (letter V)
 

Shaz

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This is not an event "system". Please take care where you post your questions.
 

Quigon

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I'm looking to make a graphical-based numeric code entry, and I'm having trouble figuring out how to nail it (though I bet it's something pretty easy).

Here's the interface - 

Now, I'm using a mouse system so I have all the movements and whatnot fine, so no worries there. What's really getting me in circles is the process of determining what the right code is. I'm even having trouble trying to figure out how to explain it xD

My event was set up so that the correct code was 5923. I want it to buzz whenever the wrong combination of four numbers are put in. I assumed that this would work with variables - perhaps having the correct sequence add to a certain variable, and a parallel process would check for the specific number and the events would occur. This led me to the problem of being able to input the correct code in any order, however. So yeah, I'm having trouble figuring out basically everything about this.
 
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