Skill Use with Events

UmbrotheUmbreon

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Okay so in my map I want to set up something so that when you use a skill, it'll trigger an event and cause a scene to happen. The scene will move into a battle sequence (this I know how to set up).

How would I event a way to use a skill and then it will trigger my event? I want the character to use a skill to detect disguised beings/objects and cause an event to trigger by revealing a hidden demon. I don't know where to begin with how to go about eventing this.

I originally thought a conditional branch would work but I couldn't find what I was looking for there. Any help will be greatly appreciated. system is RPG Maker VX.
 

captainproton

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Here's my idea:

Create your hidden demon as an invisible event on the map.

When you use your reveal skill, it triggers a switch.

The demon event has a second page which activates when the reveal switch is on. This has your demon sprite.

When you "talk" to the demon, you go into the battle scene, and when it ends, the reveal switch is turned back off, but it turns self switch A on.

On a third page, with self switch A = on as a condition, you have an invisible event again, this time with no other instructions, it's essentially dead.
 

UmbrotheUmbreon

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@captainproton: See that's what I want to do, but I don't know how to do that. I don't know what to set up for events.

The demon is disguised as a banker, and when you use the skill he is supposed to revert to his demon form. This starts a battle and then other events afterward.

The tricky part is how to set it up so that when the skill is used it will trigger the switch/
 

captainproton

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If you're unfamiliar with script calls, you could have a parallel process common event with a parallel process:

When Actor A uses Skill B (reveal)

- control switch C (reveal switch) = on
 

UmbrotheUmbreon

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Hmm.....okay, sorry for being so simplistic (and not easily grasping how things work), but could you possibly put that exactly as it would show up on the program? I'm really sorry, I just have a problem without a visual guide to show me how to do it.
 

Andar

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Don't use a parallel process for this - use a common event.


Make a common event in the database that only controls the switch for the demon ON.


Then in your reveal skill, under features, you add the feature that calls this common event.


Finished - as soon as the skill is used, the switch will be turned ON.
 

UmbrotheUmbreon

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Okay now what if I want the skill to check if there are any, and if there is nothing it says "No evil objects hidden" or something along those lines?

Essentially I'm going for an Itemfinder effect kind of thing from Pokemon gen 1-2, except with a skill instead of an item, and instead of looking for items it looks for anything evil (demons, evil items, evil locations, etc).
 
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Andar

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OK, that's a bit more tricky and requires a mixture of map events and additional commands in the skills common event.


1) reserve a variable by naming it "hidden on map"


2) on every map, make a two-page autorun event (no graphic) in some unpassable edge of the map (preferably always the same edge to help you find it later), first page a control variable to set that variable to the number of hidden objects on the map, second command self-switch A = ON, second page conditioned on that self-switch but no changes (remain empty and action button)


3) change the skill's common event to check the number before executing, if the number is zero text "nothing hidden", otherwise whatever you want to happen to the hidden events.


You'll have to manually count and change the number of evil events on every map, because making this automatic counting would be really, really complex...
 

UmbrotheUmbreon

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Now is it possible to make a variable for each map, or would that be too much? Of course, there would be one set variable for "no hidden objects" that would be used for every map that doesn't have it.

It appears doing this will be more tricky than I thought. Where there's a will, there's a way haha. Thanks for the help. I'll apply this knowledge for future use :)
 

amerk

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Skills that can have various effects depending where you are on the map get trickier the more maps you have, the more events that can be interacted with per map with the skill, and the more effects that can occur depending on the event you are interacting with. However, I believe Andar's solution is the most sound.

Unfortunately, I don't believe there is a conditional branch that can be triggered for a skill that's being used (not sure since it's been awhile since I've been in the maker). If there was, you could just set the common event to a switch to say something generic such as "No need to use the skill here" and in those few times where the skill will cause an effect, use the conditional to turn the common event off, add whatever event should occur, and then turn the common event back on.
 

UmbrotheUmbreon

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Yeah I realized that soon after. Luckily enough this is just a brainstorm game (a game I'm making to test my skills and to simply get some ideas of what I want to do), so only one real part is needed for this. With the current set up I have I can add a couple other parts without it getting too complicated.

Is this more of a script feature or can it actually be done with events?
 

SuperMasterSword

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I don't have VX. But I think this should still work. How about in the common event the skill calls you set a variable to the player's current map ID. Then use a conditional branch to check the variable, if it's the right number, then turn the switch on. Which would make the "demon" (or whatever enemy) appear. Then (like they said) turn off the switch and turn on a self switch A. The only tricky part would be making sure it doesn't happen twice. BUT for that you could simply turn another (global) switch ON and then have the common event first check if that second switch is on before setting the first switch (if the right map condition was already right). This way you only need 1 variable and 2 switches. Although you would probably need a way of turning the second switch off when going to another map, and you may run into issues when going back to the original map and using the same skill again. But since you said you really only need it for one part anyway you should be good! :D
 

UmbrotheUmbreon

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Hmm, that sounds interesting enough....If someone could show it as it would look on the screen then I could give a try. Visual references are easier for me to interpret than descriptive ones (for the most part). This is because I mix things up and have a hard time understanding what people say or mean at times.
 

Malstrom

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Regarding what has been already said, I gathered the info a made a solution.

I have the Spanish version of the program but the tabs and windows are all the same.

First: Creating the event

-Make switch for the skill. I called it [uncoverON]

-Make a common event in which:

·switch [uncoverON] ON

·show an animation (or wait some frames)

·switch [uncoverON] OFF

img1.PNG

I called this common event uncover

Second: Creating the skill

- Make a skill which does nothing but call this common event.

img2.PNG

Third: Creating an invisible demon

- Make an invisible event with a parallel process that states that: 

if [uncoverON] is ON then turn self-switch A ON

img3.PNG

Fourth: Demon uncovered

- Make a second page with the self switch A ON condition with the graphic of the demon and put there whatever you want.

img4.PNG

So basically, the skill sets a switch ON for a few frames, and all hidden things are running a parallel process checking for this switch. When the conditions meet, all these events switch their A's ON and are all uncovered.

For this process I assumed you are going to have an animation for your uncovering skill.

I was very interested with this idea. I think you should go further and apply this uncovering to a radius around the player.
 

Oddball

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Here's my idea:

Create your hidden demon as an invisible event on the map.

When you use your reveal skill, it triggers a switch.

The demon event has a second page which activates when the reveal switch is on. This has your demon sprite.

When you "talk" to the demon, you go into the battle scene, and when it ends, the reveal switch is turned back off, but it turns self switch A on.

On a third page, with self switch A = on as a condition, you have an invisible event again, this time with no other instructions, it's essentially dead.
You just gave me an idea

Also, couldn't this be done easier with a proximity script? I mean, if your not close to the demon, it won't appear. but if the script detects that your close enough, it could cause the evil enemy/ charecter/ object to appear
 
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