Event System Support (expert users only)

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Shaz

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Do all your pictures start with c, or is the c for clubs and you have 4 starting letters? I would create a variable to hold the file name and use a calculation to set it (Control Variables > Script, or just Script), then I'd use a script call to show the picture and a calculation to add the total.
 

samoyed

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I belive this goes here, it can be deleted if it's in the wrong area.

Essentially, for one of my recent games, there's a Gambler class. Said class can use various skills which result in different outcomes.

The skill that I made for it in combat situation works properly, though I'd like to know if there's a way to remove the "There was no effect on (enemy)!" text.

That in particular isn't the issue though. The problem I'm having is with the noncombat version of the skill.



This is the skill itself, the common event is this:





The problem I'm having is that the skill will only take the MP, and not bother doing the common event. I have a feeling that it's due to the noncombat nature of the skill, but I'm not sure. If I'm not doing something properly, could someone please explain what exactly I'm doing wrong?
 

Zevia

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In your common event, you're setting variable 2 (fair game) to be a random number between 1 and 4 - but then your conditional branches are checking variable 1 (CardsofFate). My guess is that variable 1 is equal to 0 or something besides 1 to 4, so it's probably processing just fine, but since it doesn't meet any of the criteria of the event, you're not seeing anything.
 

samoyed

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In your common event, you're setting variable 2 (fair game) to be a random number between 1 and 4 - but then your conditional branches are checking variable 1 (CardsofFate). My guess is that variable 1 is equal to 0 or something besides 1 to 4, so it's probably processing just fine, but since it doesn't meet any of the criteria of the event, you're not seeing anything.
That fixed it!

Thank you, stupid mistake of mine.
 
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Oddball

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how do i make an event system that makes the whole dungeon dark except for a small circle of light around each part member?
 

Shaz

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That is not an event system. Please post in VX Ace Support. Or really, this would probably require a lighting script, so RGSS3 Script Requests might be better.
 

Shinma

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I have what would be a very complicated and full event and was wondering if there may be a better way.

I have an NPC that you can bring herbs to and they will give you a potion. I have several herbs/potions that can be traded. Essentially, what should happen is the player will bring the herbs to the NPC. The NPC will present them with 2 options, 1) identify a new herb or 2) trade herbs for potions.  If this is the first time the player has brought this herb to the NPC and they ask them to identify it, the NPC will say something about it being the first time and add it to the list of recipes (turning on the appropriate switch).

The problem I am faced with is I can only foresee a very long and complicated string of Conditional Branches that check to see if the switch is on, then moves on to the next.

Included in the spoiler below is a shortened example of the only way that I can think of to do this. This is with only 3 herbs, so you can imagine how long it would become with several. If anyone knows of any other way to do this, please let me know.





Any help or suggestions will be greatly appreciated.
 

Shaz

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This is a single event, not a "complex event system for expert users".


Unless you want to get into script calls, what you've done is the way you'll have to continue. If you need more help, please start a new thread.
 

Shinma

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Thanks, Shaz. I was afraid of that.  >_>

Do events have a maximum on how many conditional branches they can have nested?

I ask because I have 9 items. For each item I first I have to check to see if we have the item in inventory, then I have to check to see if the the switch is on indicating that they have turned one in before. I have to test all of that into each conditional.
 
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Shaz

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Not as far as I know, but it gets ugly after a while - it either stops indenting further, or goes off the screen so you can't see it.


Why don't you use Label and Jump to Label for each of your 9 items, and then use conditional branches within the labels to see if they've brought it before or not? Make sure you do an Exit Event Processing after each "group" or another Jump to Label with a label AFTER the rest of the groups, otherwise it'll go to the first one and process all the following ones as well.


Again,

If you need more help, please start a new thread.
 

Shinma

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No, I am good now. I essentially thought of the same thing you suggested this morning (didn't think about the Exit Event Processing though). Thank you so much for the help! =)
 

Bloodmorphed

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So I'm quite curious on a subject. I am creating an advanced fishing system for a game I might work on. (Depends if I can get my thoughts in order) however I will still make the fishing system anyways, to release it in a tutorial later on.

Anyway there will be several events in each map (that has water, lake, pond or ocean.) Which is fine. But I will like these spots to go away for away after a awhile after it has been fished in for a random amount of times. (Probably a 25% chance of disappearing?)

Anyways making it disappear is each, very easy. However getting them all back to come back individually could pose a difficult challenge. Let's say we have five fishing hot spots, all of which will appear randomly (or perhaps I'll have them auto come up.) Anyway lets say they are all up and the player fishes at that one spot and it disappears. I want this to come back in a minute. (I don't know how to actually time that yet.) But I have a more pressing matter. If he leaves the map, I still want that count down to go it will be back when they come back. Secondly, I can do this with one event, but if 3 out of 5 are down and they are all on a individual one minute cooldown. How would I go about doing that? 

EDIT:

I know I can switch to a different page, and have it be a parallel process, but wouldn't start to bog things down if there are multiple ones going at a time.
 
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Shaz

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My Multi Timer script would be handy for this. I use it for things like trees and crops and other events that I have multiples of and want the player to be able to interact with once, then not again for 5 or 10 minutes (or to do something different for that length of time).
 

Bloodmorphed

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My Multi Timer script would be handy for this. I use it for things like trees and crops and other events that I have multiples of and want the player to be able to interact with once, then not again for 5 or 10 minutes (or to do something different for that length of time).
Hmmm. I kinda wanted to have it all evented. But if I do go through with the game instead of just the system itself this could work. So for the sake of having it 100% evented though... is what I said the best bet I have?
 

Ralpf

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Hmmm. I kinda wanted to have it all evented. But if I do go through with the game instead of just the system itself this could work. So for the sake of having it 100% evented though... is what I said the best bet I have?
You can event a time system. The basis of it is a common event (parallel process) that has a wait for a certain amount of frames (say 600 frames for 10 seconds) and then have a variable (minute) go up by 1 (or 5/10 if you want time to move up in intervals) and then when it hits 60 set it to zero and move another variable (hours) up by 1 and so on.

It's not 100% perfect because it is locked to the frame rate, but as long as you don't have extremely laggy areas it will be consistent.

You also probably don't need a parallel for each fishing spot, I haven't tried it with fishing, but I have a farming system (50 plots, growth by days, and you can plant any plant in any plot) that runs off of 2 parallel processes (3 including the time system). I have one checking for regions and another controlling interaction (and I think I may be able to combine them to 1 event, gonna try when I have some time) based on the region the player is one. It actually started as a bug when I was making a mining event...then I realized later I could use it. If you can't figure how that could to work ask...but it's a bit much to explain here.
 
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Bloodmorphed

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You can event a time system. The basis of it is a common event (parallel process) that has a wait for a certain amount of frames (say 600 frames for 10 seconds) and then have a variable (minute) go up by 1 (or 5/10 if you want time to move up in intervals) and then when it hits 60 set it to zero and move another variable (hours) up by 1 and so on.

It's not 100% perfect because it is locked to the frame rate, but as long as you don't have extremely laggy areas it will be consistent.

You also probably don't need a parallel for each fishing spot, I haven't tried it with fishing, but I have a farming system (50 plots, growth by days, and you can plant any plant in any plot) that runs off of 2 parallel processes (3 including the time system). I have one checking for regions and another controlling interaction (and I think I may be able to combine them to 1 event, gonna try when I have some time) based on the region the player is one. It actually started as a bug when I was making a mining event...then I realized later I could use it. If you can't figure how that could to work ask...but it's a bit much to explain here.
I was going to do it by frames anyways. I'll have to see where I'm at when I'm implementing the system. 
 

Shinma

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This is mostly evented and geared towards farming, but I think it would suit your purposes: Simple Farming System.
 

FateStCloud

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I have an event question;

I was wondering how would I go about setting up an event to happen after two required triggers are tripped?

Basically like this:

1. Talk to guy A whom asks for items.
2. give items to guy A whom says it will be done when you come back from your next adventure. (Trigger 1)
3.go out on adventure, kill boss/beat dungeon (trigger 2)

Basically I want to have both triggers done but the second trigger not directly linked to any one boss/dungeon so the event can be done at any point in the game.
 
 

Shinma

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This one is pretty basic eventing. There are excellent tutorials on the site. You can start with this one from Andar and Grandma Deb has an excellent list here.

Trigger 1 is done by giving the NPC the items and turning on a self switch in his event.

Trigger 2 is set on each boss and is turned on after it dies. It won't matter that it is on each boss because once the switch is on, it won't matter if the other bosses try to turn it on.

I don't want to cloud up this thread with simple events, so if you need more help please either open a new thread or send me a private message and I will help you further.
 
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Oddball

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what about a puzzle were you have to walk on every tile, and can't cross over. And if you do, a trap occures. Also, if you haven't solved it, it resets everytime you walk into the room
 
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