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- Dec 5, 2013
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Nik0405's Events
by Nik0405
This is an collection of all my Events/Tutorials for the "RPG Maker MV".
Please report bugs or things that could be improved, ask me for other Events/Tutorials I should do
and feel free to ask if you don't understand something. Also feedback is very appreciated.
Day/Night/Weather-Event V1.5.0
Introduction
Time, date, night&day and weathersystem all in a few fully customiseable Events.
Here I will try to show you how to make a not only working, but also usable Event for "everything" that has to do with Time. To see how it really works please look at the demo.
Features:
-The duration of minutes, hours, weeks and years can be changed
-Weather and screentone are changeing four times a day (can be changed)
-Night-switch for easy creating of time dependent events
-Biomsystem for changing between climatic zones
-Weatherstyles customiseable (change, delete, add)
-Everything can be easily deactivated (time, screentint, weather)
-Possible to resume the last weather after being indoor
-propability of appearance for every weather (can be different on every map)
Online Demo:
Old version: use the Eventpack online demo at the bottom instead.
click me!
I hope it helps.
If it doesn't work try this: Demo sadly the sounds are not loading, but who cares
Big thanks to TimoViBritannia for uploading it on his server!!
Let's begin eventing:
Spoiler
1.Names
Spoiler
We need:
13-15 Common Events
12 Switches
20 Variables
Now we have to name all of them.
1. Common Events
Spoiler
001:Time
002:TimeDay
003
ay&Night-dynamic
004
ay&Night-fast
005:Weather-dynamic
006:Weather-save
007:Weather-resume
008:Rain-dynamic
009:Rain-fast
010:Storm-dynamic
011:Storm-fast
012:Storm-lightning*
013:Snow-dynamic
014:Snow-fast
015:Snow-storm*
Make sure to make an "fast" and "dynamic" version for every new weathertype you want to include.
*This are events that are currently not included, but you can do them yourself.
Time, date, night&day and weathersystem all in a few fully customiseable Events.
Here I will try to show you how to make a not only working, but also usable Event for "everything" that has to do with Time. To see how it really works please look at the demo.
Features:
-The duration of minutes, hours, weeks and years can be changed
-Weather and screentone are changeing four times a day (can be changed)
-Night-switch for easy creating of time dependent events
-Biomsystem for changing between climatic zones
-Weatherstyles customiseable (change, delete, add)
-Everything can be easily deactivated (time, screentint, weather)
-Possible to resume the last weather after being indoor
-propability of appearance for every weather (can be different on every map)
Online Demo:
Old version: use the Eventpack online demo at the bottom instead.
click me!
I hope it helps.
If it doesn't work try this: Demo sadly the sounds are not loading, but who cares
Let's begin eventing:
Spoiler
1.Names
Spoiler
We need:
13-15 Common Events
12 Switches
20 Variables
Now we have to name all of them.
1. Common Events
Spoiler
001:Time
002:TimeDay
003
004
005:Weather-dynamic
006:Weather-save
007:Weather-resume
008:Rain-dynamic
009:Rain-fast
010:Storm-dynamic
011:Storm-fast
012:Storm-lightning*
013:Snow-dynamic
014:Snow-fast
015:Snow-storm*
Make sure to make an "fast" and "dynamic" version for every new weathertype you want to include.
*This are events that are currently not included, but you can do them yourself.
2. Switches
You only need 12, but i made a few more.
001:----Time/Date----*
002:Time is running
003
ay&Night on?
004:Night
005:*
006:----Weather----*
007:Weather
008:allow: normal
009:normal
010:allow: rain
011:raining
012:allow: storm
013:storming
014:allow: snow
015:snowing
Make sure to make an "allow: weather" and "weather" version for every new weathertype you want to include.
*not required but helpfull
001:----Time/Date----*
002:Time is running
003
004:Night
005:*
006:----Weather----*
007:Weather
008:allow: normal
009:normal
010:allow: rain
011:raining
012:allow: storm
013:storming
014:allow: snow
015:snowing
Make sure to make an "allow: weather" and "weather" version for every new weathertype you want to include.
*not required but helpfull
3. Variables
You only need 18, but i made a few more.
001:----Date/Time----*
002:Minute
003:Hour
004
ay
005:Month
006:Year
007:Ära(not in use)* Make your own Time that happens after Year
008:Weather-Biom
009:Weather-Time past
010:Weather-Intensity
011:Weather-Counter
012:Weather-Probability
013:Normalpriority
014:Normal-probability
015:Rainpriority
016:Rain-probability
017:Stormpriority
018:Storm-probability
019:Snowpriority
020:Snow-probability
Make sure to make an "Weatherpriority" and "Weather-probability" version for every new weathertype you want to include.
*not required
001:----Date/Time----*
002:Minute
003:Hour
004
005:Month
006:Year
007:Ära(not in use)* Make your own Time that happens after Year
008:Weather-Biom
009:Weather-Time past
010:Weather-Intensity
011:Weather-Counter
012:Weather-Probability
013:Normalpriority
014:Normal-probability
015:Rainpriority
016:Rain-probability
017:Stormpriority
018:Storm-probability
019:Snowpriority
020:Snow-probability
Make sure to make an "Weatherpriority" and "Weather-probability" version for every new weathertype you want to include.
*not required
2.Common Events
I use the german version of the rpgmakerMV and will try my best to translate it into English.
Because of that it could be that I use words for feautures that you will not find with the same name in your game.
0002 Minute
Spoiler
This is the "core" event. Here the time will be generated.
We start with an simple:
wait: 90 Frames
This will tell the game to update the time only every 90Frames or 1,5sec. You can change this like you want to.
Keep in mind: Less frames will shorten the days and is more performance heavy. The clock will also update more often. More frames will do excactly the opposit.
Know that we did that we want our time to move on.
Control Variables: minute+=2
So now every 90 frames the time will increase 2 minutes. But we dont only want minutes so we have to change to hours.
If: Minute >= 60
Control Variables: minute=0
Control Variables: hour+=1 So every 60min the hour will increase
If: Day&Night = On
Common event: Day&Night-dynamic It will check if it hase to change the screencolor
end
Control Variables: Weather-Time gone+=1 Used for resuming the weather after beeing indoors
If: Weather = On When the weather switch is on it will check every 6 hours for a new weather. You can add as many new times as you want.
If: hour = 6
Common event: Weather-dynamic
end
If: hour = 12
Common event: Weather-dynamic
end
If: hour = 18
Common event: Weather-dynamic
end
If: hour = 23
Common event: Weather-dynamic
end
end
If: hour >= 24 We also need days, months and years.
Control Variables: hour=0
Control Variables: day+=1
If: day >= 31
Control Variables: day=1
Control Variables: month+=1
If: month >= 13
Control Variables: month=1
Control Variables: year+=1
end
end
end
end
Because of that it could be that I use words for feautures that you will not find with the same name in your game.
0002 Minute
Spoiler
This is the "core" event. Here the time will be generated.
We start with an simple:
wait: 90 Frames
This will tell the game to update the time only every 90Frames or 1,5sec. You can change this like you want to.
Keep in mind: Less frames will shorten the days and is more performance heavy. The clock will also update more often. More frames will do excactly the opposit.
Know that we did that we want our time to move on.
Control Variables: minute+=2
So now every 90 frames the time will increase 2 minutes. But we dont only want minutes so we have to change to hours.
If: Minute >= 60
Control Variables: minute=0
Control Variables: hour+=1 So every 60min the hour will increase
If: Day&Night = On
Common event: Day&Night-dynamic It will check if it hase to change the screencolor
end
Control Variables: Weather-Time gone+=1 Used for resuming the weather after beeing indoors
If: Weather = On When the weather switch is on it will check every 6 hours for a new weather. You can add as many new times as you want.
If: hour = 6
Common event: Weather-dynamic
end
If: hour = 12
Common event: Weather-dynamic
end
If: hour = 18
Common event: Weather-dynamic
end
If: hour = 23
Common event: Weather-dynamic
end
end
If: hour >= 24 We also need days, months and years.
Control Variables: hour=0
Control Variables: day+=1
If: day >= 31
Control Variables: day=1
Control Variables: month+=1
If: month >= 13
Control Variables: month=1
Control Variables: year+=1
end
end
end
end
Please download the demo and look there for all the other common events.
It's realy unnecessary to write them all here if its easier to understand in the maker itself.
If you need to know something that you dont understand even after looking at the demo
then feel free to pm me or better ask me in the "comments".
If something doesn't work or you know improvements please let me know that too.
Thank you!
How to use:
Before start:
Spoiler
Before you start the timer you first have to set it up ingame.
It's very easy so dont worry. Just set the variables:
Minute, Hour, Day, Month, Year
So that they will fit your game. Next activate the switches:
Time is running, Day&Night on?, Weather
This will start the time, activate the day and night effects and the weather. And at last:
Common event: DayNight-fast This will change the screentone to fit your current time
Spoiler
Before you start the timer you first have to set it up ingame.
It's very easy so dont worry. Just set the variables:
Minute, Hour, Day, Month, Year
So that they will fit your game. Next activate the switches:
Time is running, Day&Night on?, Weather
This will start the time, activate the day and night effects and the weather. And at last:
Common event: DayNight-fast This will change the screentone to fit your current time
Maps:
Just make an auto or parallelprocess event that activates everytime the player enters the map wich contains this:
World:
Spoiler
1- Event:
Spoiler
Control Switches: Time is running=On #Will resume the time and weather
Control Switches: Weather=On
Control Switches: allow: normal=On/Off #Sets different types of weather on or of. Make sure to listen all of them.
Control Variables: Normalpriority=n #If the weather is on set the propability of the weather 0<. The weather with the highest number hast the highest chance to occur.
Control Switches: allow: rain=On/Off
Control Variables: Rainpriority=n
Control Switches: allow: storm=On/Off
Control Variables: Stormpriority=n
Control Switches: allow: snow=On/Off
Control Variables: Snowpriority=n
If: Weather-Boim /= n #For fast changing weather when player enters an different climatic zone.
Control Variables: Weather-Biom=n
Common event: Weather-dynamic
end
erease
World:
Spoiler
1- Event:
Spoiler
Control Switches: Time is running=On #Will resume the time and weather
Control Switches: Weather=On
Control Switches: allow: normal=On/Off #Sets different types of weather on or of. Make sure to listen all of them.
Control Variables: Normalpriority=n #If the weather is on set the propability of the weather 0<. The weather with the highest number hast the highest chance to occur.
Control Switches: allow: rain=On/Off
Control Variables: Rainpriority=n
Control Switches: allow: storm=On/Off
Control Variables: Stormpriority=n
Control Switches: allow: snow=On/Off
Control Variables: Snowpriority=n
If: Weather-Boim /= n #For fast changing weather when player enters an different climatic zone.
Control Variables: Weather-Biom=n
Common event: Weather-dynamic
end
erease
2.Event(Optional)
#This event will change the music for day and night. Of course it can also change with hour.
If: Night = off #changes BGM when it's night.
Play BGM :001
else
Play BGM :002
end
wait: 900 frames Do not erease this event!!!
If: Night = off #changes BGM when it's night.
Play BGM :001
else
Play BGM :002
end
wait: 900 frames Do not erease this event!!!
Towns:
#Here the Music changing is included in the first event.
#Make shure to only make this if the time will not progress in as long as the player stays on the same map
Control Switches: Time is running =Off #Will stop the time and resume the weather.
Control Switches: Weather=On
Control Switches: allow: normal=On/Off #Sets different types of weather on or of. Make sure to listen all of them.
Control Variables: Normalpriority=n #If the weather is on set the propability of the weather 0<. The weather with the highest number hast the highest chance to occur.
Control Switches: allow: rain=On/Off
Control Variables: Rainpriority=n
Control Switches: allow: storm=On/Off
Control Variables: Stormpriority=n
Control Switches: allow: snow=On/Off
Control Variables: Snowpriority=n
If: Boim = n #For fast changing weather when player enters an different climatic zone.
Control Variables: Biom=n
Common event: Weather-dynamic
end
If: Night = off #changes BGM when it's night.
Play BGM :001
else
Play BGM :002
end
erease
#Make shure to only make this if the time will not progress in as long as the player stays on the same map
Control Switches: Time is running =Off #Will stop the time and resume the weather.
Control Switches: Weather=On
Control Switches: allow: normal=On/Off #Sets different types of weather on or of. Make sure to listen all of them.
Control Variables: Normalpriority=n #If the weather is on set the propability of the weather 0<. The weather with the highest number hast the highest chance to occur.
Control Switches: allow: rain=On/Off
Control Variables: Rainpriority=n
Control Switches: allow: storm=On/Off
Control Variables: Stormpriority=n
Control Switches: allow: snow=On/Off
Control Variables: Snowpriority=n
If: Boim = n #For fast changing weather when player enters an different climatic zone.
Control Variables: Biom=n
Common event: Weather-dynamic
end
If: Night = off #changes BGM when it's night.
Play BGM :001
else
Play BGM :002
end
erease
Inside:
Control Switches: Time is running=Off
If: Night = off #changes BGM when it's night.
Play BGM :001
else
Play BGM :002
end
erease
If: Night = off #changes BGM when it's night.
Play BGM :001
else
Play BGM :002
end
erease
Dungeons:
Control Switches: Time is running=On
Control Switches: Day&Night=Off
Tint Screen
0,0,0,0) 50 frames (Wait)
erease
Control Switches: Day&Night=Off
Tint Screen
erease
Doors:
World/Town-->Inside/Dungeons:
Spoiler
[...]
Common event: Weather-save
Transfer
OR
If: Night = off
[...]
Common event: Weather-save
Transfer
else
Text: "The door is locked. Maybe its too late."
end
Spoiler
[...]
Common event: Weather-save
Transfer
OR
If: Night = off
[...]
Common event: Weather-save
Transfer
else
Text: "The door is locked. Maybe its too late."
end
Inside-->World/Town:
[...]
Fadeout Screen
Transfer
Common event: Weather-resume
Fadein Screen
Fadeout Screen
Transfer
Common event: Weather-resume
Fadein Screen
Dungeons-->World/Town:
[...]
Fadeout Screen
Transfer
Common event: Day&Night-fast
Common event: Weather-resume
Fadein Screen
Fadeout Screen
Transfer
Common event: Day&Night-fast
Common event: Weather-resume
Fadein Screen
Download:
( Extract it before using! By the way. You may noticed by now that my english is not the best. Im sorry)
DayNightWeather Event 1.5 by Nik0405.7z
older versions:
English V1.1:
Demo
English V1.0:
Demo
German V1.0:
Demohttp://www.mediafire.com/download/5n9adnnv2nzoqya/Day-NightTime+-+Ger.rar
Demo
English V1.0:
Demo
German V1.0:
Demohttp://www.mediafire.com/download/5n9adnnv2nzoqya/Day-NightTime+-+Ger.rar
Installation:
Copy all Events, Variables and switches and may change them.
Addons:
Battle weather addon V1.0:
Spoiler
-allows to change the weather during battle and automaticly changing it back afterwards
-can be used for "field magic" that chages the weather to get different bonuses or debuffs
-Battle weather plugin by hime needed to work properly
-you will need an extra commonevent for every different weather type that should be used + normal weather for changing it back
-make sure to use the updated version of my weather event
if not don't complain about the weather afterv the battle not changing back to normal
-currently only works with evented enemie encounters (not the standart random ones)
-how to include:
Spoiler
#Just make your battle weather abilities like before, but add this before changing the weather
set Weather Effect: None 120frames(wait)
#also you have to this in the event page of your encounter before the battle starts:
Common Event: Weather-save
Common Event: weather-resume
Battle Processing : ...
if win
common Event: weather-resume
if escape
common Event: weather-resume
#It should work though I never tested it, so expect some Bugs.
Spoiler
-allows to change the weather during battle and automaticly changing it back afterwards
-can be used for "field magic" that chages the weather to get different bonuses or debuffs
-Battle weather plugin by hime needed to work properly
-you will need an extra commonevent for every different weather type that should be used + normal weather for changing it back
-make sure to use the updated version of my weather event
if not don't complain about the weather afterv the battle not changing back to normal
-currently only works with evented enemie encounters (not the standart random ones)
-how to include:
Spoiler
#Just make your battle weather abilities like before, but add this before changing the weather
set Weather Effect: None 120frames(wait)
#also you have to this in the event page of your encounter before the battle starts:
Common Event: Weather-save
Common Event: weather-resume
Battle Processing : ...
if win
common Event: weather-resume
if escape
common Event: weather-resume
#It should work though I never tested it, so expect some Bugs.
Seasons V1.0:
not included in the "All Event Demo"
-easy to use
-can be used to change the tileset, battle-background, enemies etc.
-no limit to the amount of seasons
-season effects are fully costumiseable
-different seasons can be set for different Maps
-the time for a season to appear can be changed ( days, months, etc.)
-how to use:
Spoiler
Use the existing Map configuration Event, that should be on nearly every of your maps, used to determine if it shall snow, rain, etc. and set an conditional brench at the end of the Event.
Use a variable, i would recommend "Month", and let it check if its value is n* or lower. Now you can write anything that should happen in this season in the branch.
If you want more then 1 season set the conditional branch to create "else branch".
In the "else branch" you can do exactly the same. (Create a conditional branch usw.)
*Use for n a number that should be the end of the listed season.
Example of an Event with 2 Seasons:
If: Month<=3 <-Month is less or equal 3 - Winter
change tileset : Winter <-change tileset
change battle background: Snowfield <- change battle background
<here you can write smth. that should happen in this Season>
else:
If: Month<=9 <-Month is less or equal 9 - Summer
change tileset : Summer
change battle background: Field
else: <- anything else - Winter (here 10-12)
change tileset : Winter
change battle background: Snowfield
-easy to use
-can be used to change the tileset, battle-background, enemies etc.
-no limit to the amount of seasons
-season effects are fully costumiseable
-different seasons can be set for different Maps
-the time for a season to appear can be changed ( days, months, etc.)
-how to use:
Spoiler
Use the existing Map configuration Event, that should be on nearly every of your maps, used to determine if it shall snow, rain, etc. and set an conditional brench at the end of the Event.
Use a variable, i would recommend "Month", and let it check if its value is n* or lower. Now you can write anything that should happen in this season in the branch.
If you want more then 1 season set the conditional branch to create "else branch".
In the "else branch" you can do exactly the same. (Create a conditional branch usw.)
*Use for n a number that should be the end of the listed season.
Example of an Event with 2 Seasons:
If: Month<=3 <-Month is less or equal 3 - Winter
change tileset : Winter <-change tileset
change battle background: Snowfield <- change battle background
<here you can write smth. that should happen in this Season>
else:
If: Month<=9 <-Month is less or equal 9 - Summer
change tileset : Summer
change battle background: Field
else: <- anything else - Winter (here 10-12)
change tileset : Winter
change battle background: Snowfield
-havent tested this either. Just hope that it works
Changelog:
V1.5: (03.09.16) -New Demo
-changed a view variables
-better english translation
V1.4.1: (07.01.16) -new addon seasons
V1.4: (09.12.15) -changed the number of screentone changes per day to 2. (can be changed)
-a few fixes
V1.3: (24.11.15) -full compatibility with BattleWeather script by hime added
-supports changing the weather in Battle and changing it atomaticly back afterwards.
-new addon "Battle weather"
V1.2: (31.10.15) -Tutorial
V1.1: (28.10.15) -Online demo included
V1.0: (25.10.15) -First public version
Remaining lives and teleport Event (Arcade like) V1.2
Introduction:
Allows you to give the player an specific amount of "lives". Like in arcade games.
When the amount of lives change to 0 the player will get an GameOver screen.
And when he dies while he still has lives left the current amount of lives will be displayed and than he will respawn at the last "Savepoint".
Features:
-player has now and specific amount of lives
-when the player dies there will be no GameOver.
Instead he will respawn at the last savepoint
-the amount of lives can easely be changed (Items, Events)
-Save and quit feature: for the ones who like to ragequit after dying
The game can be resumed after that. (Took quite a long time to get that working)
Online Demo:
click me!
Hope it helps.
Let's begin eventing:
1.Names
Spoiler
We need:
3 Common Events
1 Switch
2 Variables
Now we have to name all of them.
1. Common Events
Spoiler
001
eath
002:MusicAfterDeath
003:LastSavepoint
Allows you to give the player an specific amount of "lives". Like in arcade games.
When the amount of lives change to 0 the player will get an GameOver screen.
And when he dies while he still has lives left the current amount of lives will be displayed and than he will respawn at the last "Savepoint".
Features:
-player has now and specific amount of lives
-when the player dies there will be no GameOver.
Instead he will respawn at the last savepoint
-the amount of lives can easely be changed (Items, Events)
-Save and quit feature: for the ones who like to ragequit after dying
The game can be resumed after that. (Took quite a long time to get that working)
Online Demo:
click me!
Hope it helps.
Let's begin eventing:
1.Names
Spoiler
We need:
3 Common Events
1 Switch
2 Variables
Now we have to name all of them.
1. Common Events
Spoiler
001
002:MusicAfterDeath
003:LastSavepoint
2. Switches
001:MusicAfterDeath
3. Variables
001
eath-Counter
002:LastSavepoint
002:LastSavepoint
2.Common Events
Please look at them in the editor. You can download the Demo below.
How to use:
Before start:
Before the game starts you have to set the amount of lives the player have.
Just change the variable: Death-Counter
Just change the variable: Death-Counter
Savepoints:
If you want to make an savepoint you just have to change the variable: LastSavepoint
Make sure to set the destination where the safepoint is in the commonEvent: LastSavepoint
Make sure to set the destination where the safepoint is in the commonEvent: LastSavepoint
Enemies:
If you want to call the Event when the player dies in battle just make the battle loosable and
then under if loose call the common event: Death
then under if loose call the common event: Death
Costum Death:
If you have another way the player can die just call the common event: Death
Download:
WARNING: OLD link use the Eventpack download at the bottom instead.
English V1.0:
Demo
(Extract it before using! By the way. You may noticed by now that my english is not the best. Im sorry)
Installation:
Copy all Events, Variables and switches and then may change them.
Changelog:
V1.2: (24.11.15) full compatibility with my Weather Event added
V1.1: (04.11.15) renamed to "Remaining Lives and teleport Event (Super Mario like)"
V1.0: (02.11.15) First public version
Skilltree V1.0
Introduction:
Allows you to create a map and set costum skills the player can obtain.
This can be used to give the player special skills/buffs or bonuses apart from the normal class skill system.
The map can have any size and any shape. This should also be compatible with every other plugin that changes the way skills can be obtained.
In the demo you can find the Skilltree in the menu under "Magischer Zirkel" this is the name i wanted to use for my projekt.
Features:
-skillpoints
-easy way to create a Skilltree
-can be accessed from everywhere
-created to work with the YEP| MainMenuMenager
-can even be accessed from the menu if you have the YEP| MainMenuMenager or other plugin that makes it able to set an commonEvent as Menu part.
-can be leaved from everywhere
Screenshoots:
Spoiler
http://www.mediafire.com/view/h6ogcg7enojaam9/Map007.png#
This is the map i will use in my project for the skilltree Event.
Does anybody know a good site to upload images? Thanks!
Requirements:
-You will need the plugin "Escape Dungeon" from the "Kadokawa plugins pack"
In the configuration set the ID's to 27; 28; 29
-Also the YEP| CoreEngine and MainMenuManager
scroll down to menu 81 and change the name and set the ID of the commen event TP
Let's begin eventing:
Spoiler
We need:
3 Common Events
7 Variables
Now we have to name all of them.
1. Common Events
Spoiler
001:TP
002:TP back
003:skillpointLvlUp
Allows you to create a map and set costum skills the player can obtain.
This can be used to give the player special skills/buffs or bonuses apart from the normal class skill system.
The map can have any size and any shape. This should also be compatible with every other plugin that changes the way skills can be obtained.
In the demo you can find the Skilltree in the menu under "Magischer Zirkel" this is the name i wanted to use for my projekt.
Features:
-skillpoints
-easy way to create a Skilltree
-can be accessed from everywhere
-created to work with the YEP| MainMenuMenager
-can even be accessed from the menu if you have the YEP| MainMenuMenager or other plugin that makes it able to set an commonEvent as Menu part.
-can be leaved from everywhere
Screenshoots:
Spoiler
http://www.mediafire.com/view/h6ogcg7enojaam9/Map007.png#
This is the map i will use in my project for the skilltree Event.
Does anybody know a good site to upload images? Thanks!
Requirements:
-You will need the plugin "Escape Dungeon" from the "Kadokawa plugins pack"
In the configuration set the ID's to 27; 28; 29
-Also the YEP| CoreEngine and MainMenuManager
scroll down to menu 81 and change the name and set the ID of the commen event TP
Let's begin eventing:
Spoiler
We need:
3 Common Events
7 Variables
Now we have to name all of them.
1. Common Events
Spoiler
001:TP
002:TP back
003:skillpointLvlUp
2. Variables
027:MAP-ID
028:X
029:Y
030:actor lvl before
031:actor lvl after
032:actor lvl dif
033:skillpoints(number)
028:X
029:Y
030:actor lvl before
031:actor lvl after
032:actor lvl dif
033:skillpoints(number)
Common Events:
1.
Spoiler
If party has XXX
#Asks if the party has this item. Write in the Notebox of this item <ESCAPE>. This will prevent the player from teleporting to the Skilltree map while he is still there.
#This is necessary in order to Tp back to the map the player where before going to the skilltree
Text: You are already at the Skilltree#warns the player not to use the skilltree tp again
Fadeout Screen
Var: Map-ID = Map ID #Sets the var Map Id equal to the MapID of the current map
Var: X = Map X of player
Var: Y = Map Y of player
TransferPlayer : XXX #Transfers the player to the Skilltree Map
(CommonEvent:Weather-save)#only if you are using my Weather Event
change Items: XXX +1 #gives the player the item to Tp back out of the Skilltree. Make sure its the same item used by the conditional branch before
wait: 60Frames
Fadein
Spoiler
If party has XXX
#Asks if the party has this item. Write in the Notebox of this item <ESCAPE>. This will prevent the player from teleporting to the Skilltree map while he is still there.
#This is necessary in order to Tp back to the map the player where before going to the skilltree
Text: You are already at the Skilltree#warns the player not to use the skilltree tp again
Fadeout Screen
Var: Map-ID = Map ID #Sets the var Map Id equal to the MapID of the current map
Var: X = Map X of player
Var: Y = Map Y of player
TransferPlayer : XXX #Transfers the player to the Skilltree Map
(CommonEvent:Weather-save)#only if you are using my Weather Event
change Items: XXX +1 #gives the player the item to Tp back out of the Skilltree. Make sure its the same item used by the conditional branch before
wait: 60Frames
Fadein
2.(only if you are using my Weather Event)
CommonEvent:Day&Night-fast
CommonEvent:Weather-resume
CommonEvent:Weather-resume
3.
Var 0031=lvl of actor
if var31=var30 <---checks if the lvl has changed since last time
var 32= var 31
var 32-=30 <--- checks how big the lvl difference since the last check is
var 33+=32 <--- adds skillpoints for every new level
var 30 =lvl of harold <---- sets var 30 to the level of the actor
end
if var31=var30 <---checks if the lvl has changed since last time
var 32= var 31
var 32-=30 <--- checks how big the lvl difference since the last check is
var 33+=32 <--- adds skillpoints for every new level
var 30 =lvl of harold <---- sets var 30 to the level of the actor
end
Events:
SkillpointCristals:
Spoiler
Text: Do you want to learn .... It will cost you n skillpoints?
Choices: Yes, No
when Yes
if skillpoints(number) >= n
(var ### +1)<-- changes a switch or an variable to activate the path to the next Cristal
var Skillpoints(number)-= n <---reduces the skillpoints by n
change Skill; Actor, + Skill
Text:You succesfully learned ...!
selfswitch a=on
:else
Text:You dont have enough skillpoints!
When No
End
Spoiler
Text: Do you want to learn .... It will cost you n skillpoints?
Choices: Yes, No
when Yes
if skillpoints(number) >= n
(var ### +1)<-- changes a switch or an variable to activate the path to the next Cristal
var Skillpoints(number)-= n <---reduces the skillpoints by n
change Skill; Actor, + Skill
Text:You succesfully learned ...!
selfswitch a=on
:else
Text:You dont have enough skillpoints!
When No
End
Changelog:
V1.0: (09.12.15) -skillpoint map now working correctly
-added skillpoints
-added an automatic skillpoint per level (can be changed)
V0.9: (24.11.15) -first public version
Skill/state system V1.0
Introduction:
Allows you to create skills that can't be used if the character isn't under an specific state.
Features:
-Can be used for all Characters
-state dependent skills
-only one Event
-unusable skills are greyedout
Let's begin eventing:
Spoiler
We need:
1 Common Event (canSkillBeUsed?)
1 State (stateX)
2 Skills (skillX/skillX2)
Skills
Spoiler
Just make the skill you would normaly do, but make a second one that looks identical but can not be used at all. (occasion: never)
Here I will name the one you can not use SkillX and thge one you can use SkillX2.
Common Event
If ActorX is in the party <---looks if actorX is in the party
If ActorX is effected by StateX <--- looks if actorX is effected by the state
If ActorX has learned SkillX <--- looks if actorX has learned the skill that needs the above state to work
remove skillX <--- removes the Skill and changes it to "the same" but useable skill
add skillX2
else
If ActorX has learned SkillX2 <--- looks if actorX has learned the skill that works
remove skillX2 <--- removes it and changes it to the one that doesn't work
add skillX
end
If ActorX is effected by StateX <--- looks if actorX is effected by the state
If ActorX has learned SkillX <--- looks if actorX has learned the skill that needs the above state to work
remove skillX <--- removes the Skill and changes it to "the same" but useable skill
add skillX2
else
If ActorX has learned SkillX2 <--- looks if actorX has learned the skill that works
remove skillX2 <--- removes it and changes it to the one that doesn't work
add skillX
end
Troops
Write in every Troops event:
Condition: Turn End Span: Moment
call Common Event: canSkillBeUsed? <---will will check the characters state every end of a turn
Condition: Turn End Span: Moment
call Common Event: canSkillBeUsed? <---will will check the characters state every end of a turn
Demo:
online Demo: CLICK ME
Download: CLICK ME
Changelog:
V1.0: (09.12.15) -first puplic version
Eventpack DEMO(Warning_Old):
Terms of use:
-You can do what you want, aslong its recognisable that its made by me
-If you are planning to release a game that uses one or more of my events it would be nice if you contact me or/and send me a copy
-Have fun!!!
Event/Tutorial requests:
-If you want something feel free to ask
-Please write exactly what you want.
(Example: dont write "I want an Skilltree event" I need to know exactly what I have to do. Tell me how to access it, what function it shall have, how it shall look like etc.)
-I consider myself the right to dismiss any request
Sry for my bad english
Random things:
Primenumbers:
Spoiler
This event just looks if the entered number is an prime.
I dont how why someone could use it, but i made it anyways.
Performance-Warning: It can take up to 20sec for an 7 digit an 2 1/2 min for an 8 digit long number.
Numbers with 6 or less digits should work perfectly fine.
Download: Click Me
Online Demo: Click Me
Spoiler
This event just looks if the entered number is an prime.
I dont how why someone could use it, but i made it anyways.
Performance-Warning: It can take up to 20sec for an 7 digit an 2 1/2 min for an 8 digit long number.
Numbers with 6 or less digits should work perfectly fine.
Download: Click Me
Online Demo: Click Me
Last edited by a moderator:


