How do I event a troop battle?

deathsia

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The reason I ask this question is because APPARENTLY I have no idea what I'm doing or RPG maker VX Ace doesn't know how to handle its own event system properly unless you make the conditions extremely basic...I'm leaning towards the latter but anyways...

Basically, what my goal here is that I want a boss in question to perform a random roll and if it hits that value, the boss can not attack for that turn. This MUST roll every single turn so using "Turn 0" only will not work.

I have tried setting it to at turn end but that doesn't work, setting it at turn 0 works(of course it does...) but the event doesn't repeat over the course of the battle which is what I need.
 

Zevia

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Did you set the "span" parameter (over in the top right of the event box on the troop page) to "turn" instead of "battle"? If it's set to "battle," it will only happen once - "turn" will check it every turn.
 

deathsia

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Yes I did and it didn't occur again.
 

Susan

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Could you post a screenshot(s) of your eventing so that we can see whether there's any problem with your eventing?
 

Shaz

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The reason I ask this question is because APPARENTLY I have no idea what I'm doing or RPG maker VX Ace doesn't know how to handle its own event system properly unless you make the conditions extremely basic...I'm leaning towards the latter but anyways...
I love how you assume, despite all the problems you've had and times you've needed to ask for assistance, that it's the engine's fault and not just a case of your not understanding how to use it properly. ;) Personally, I always assume the opposite until I can prove otherwise (ie - I'm not doing something right and need to investigate more).


I know this works, but I'm at work and don't have Ace with me, and I really haven't spent a lot of time in that screen. So I might not be giving you the correct instructions here.


Set it to Turn 0 + 1. I THINK that should make it run on turn 0 and every 1 turn after that.
 
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Tsukihime

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I love how you assume, despite all the problems you've had and times you've needed to ask for assistance, that it's the engine's fault and not just a case of your not understanding how to use it properly. ;) Personally, I always assume the opposite until I can prove otherwise (ie - I'm not doing something right and need to investigate more).


I know this works, but I'm at work and don't have Ace with me, and I really haven't spent a lot of time in that screen. So I might not be giving you the correct instructions here.


Set it to Turn 0 + 1. I THINK that should make it run on turn 0 and every 1 turn after that.
It wouldn't run on turn 0. It would run the first time you finish inputting your commands.


Some people consider this to be a bug because you want to say "run on every turn" but there is actually no way to do it by default without duplicating pages.
 
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deathsia

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I managed to get it working right but having the first event page turn a switch on and having the second page run the event every turn.

I figured this out but looking at a previous evented battle I made in the past upon consulting the forums before.

Does anyone else think that being forced to turn on a bloody switch just to get the engine to run an battle event properly is really unnecessary?

Because I do. The hoops I jump through just to make this game interesting, oi-vey!

The quirks of this engine can be extremely annoying at times...

tl;dr: Solved the problem.

I love how you assume, despite all the problems you've had and times you've needed to ask for assistance, that it's the engine's fault and not just a case of your not understanding how to use it properly. ;) Personally, I always assume the opposite until I can prove otherwise (ie - I'm not doing something right and need to investigate more).

I know this works, but I'm at work and don't have Ace with me, and I really haven't spent a lot of time in that screen. So I might not be giving you the correct instructions here.

Set it to Turn 0 + 1. I THINK that should make it run on turn 0 and every 1 turn after that.
I'd more accurately say its a half and half on whose fault it is. Half my fault for assuming the engine would handle something in a logical way and half the engine's fault for handling it a completely different way.

I mean seriously, just take a glance at the master script list and any argument of trying to deny that the engine has so many quirks and/or limitations to how it handles things its not even funny, goes straight out the window!XD

Well, unless you want to make an extremely basic game but honestly, what serious game developer would want to do that?
 
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Shaz

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I think "extremely basic game" goes hand-in-hand with the way RPG Maker is advertised - "Easy enough for children".


You wanting it to do something it was not designed to do does not mean it does things in an illogical way or has quirks and/or limitations. It simply means you want it to do more than it was designed to do ;)
 

deathsia

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I think "extremely basic game" goes hand-in-hand with the way RPG Maker is advertised - "Easy enough for children".

You wanting it to do something it was not designed to do does not mean it does things in an illogical way or has quirks and/or limitations. It simply means you want it to do more than it was designed to do ;)
I suppose you're right about that but honestly, you'd think that after their 3rd version they'd realize that a lot of game makers want to make a game more than basic bones essentials that they tend to offer with each version. It took them 4 versions just to release a character generator that comes out of the box...
 
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Shaz

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Well, with each version they add more stuff. Ace has a number of things built in that were only available as custom scripts in XP and VX - in fact one or two of them we had written for the Aveyond games.


I imagine it's a case of "if MANY people want it, and it doesn't conflict with existing plans" it's a candidate for adding to new versions.


You could also see about getting a script written to do what you need, rather than struggling with troop events, if you really can't do it that way.
 

Wavelength

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I was about to suggest something slightly different (running it on turns 0 + 1X and giving the boss a "paralyze" state for a turn if they hit the certain value on the dice roll), but it looks like you got it working with your solution, so good job.

I don't think that the program is badly designed.  Yeah, they should have been more flexible with Event/Page Conditions.  But in general, almost anything you want to dream up as far as events, they give you the tools to do it with.  You just have to get a bit creative about the logic, like you did just now.
 

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