Some questions

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Quzziy

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Hello,

I have many problems with game in rpg maker vx ace

I create event person and when player make action on him they start fight, after fight they die but when we back on this flor thic event still exist.

I used @> Erase event   , and its dont work for me

Second problem is incomming skills

I make situation when player got 3 lvl then his character have new skill (database->classes->skills) But when pyater got 3lvl this skill isnt avaible... why?

And this same problem with item when player figh item EQ in chest and recive this, still dont have in eq  Idk what doing wrong
 

Andar

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It looks like you've not done several of the tutorials - RM isn't something that can be learned in one or two hours.

1) Erase event is only temporary, the event is reloaded once you leave and reenter the map. To permanently remove an event, you need to switch it to an empty page without a graphic (usually by self-switch)

2) To use a skill, an actor need BOTH the skill learned and the skill type enabled. If you're not getting the skill you want, you most probably have missed enabling the skill type, or mixed up the skills scope/conditions.

In the sepcific cases you mentioned (or to find out what's wrong with the item), we need to see screenshots of the events, items, skills involved to tell you what you did wrong.

Please follow the link in my signature, it will guide you to the most important tutorials and explain several quirks of the engine.
 

Quzziy

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Thanks for reply

I try do this self-switch but i dont see this comand and i dont have idea how teleport complete event to difrent map.
 

Andar

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you cannot teleport events to another map, every event stays on the map where it was created - you can only make identical events with multiple pages and condition them to general switches so that the event can only be active (with a graphic) on one map at a time, and be inactive on all other maps at that time.

to use a self-switch you need to use the control self-switch command on the page you want to deactivate after running, and condition the other page (without any command on it) to that self-switch.

Read the tutorials about event pages, event conditions (that is NOT the same as conditional branches) and switches.
 

Quzziy

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Ok I do that switch

but now event switch before player do them...

Ok, i thnik its work now.

But still dont know why items frome event and skill frome lvl up's dont work..
 
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Shaz

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On the first page, do not have anything in the conditions on the left. In the event commands on the right, turn on a self switch after the battle.


On the second page, add the self switch to the conditions on the left.


If that doesn't work, take screenshots of your event pages (include the full window, not just the event commands, as EVERYTHING is important) and post them here so we can see what you've done.


And read tutorials. Andar's made the suggestion twice now - for a reason. You're making mistakes because you haven't read any yet.
 
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Quzziy

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I read this tutorials

I make this switch and now its work good

Let me make screens about items and skills who never come .
 

Shaz

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Show us the screen for the actor, the actor's class, and the skill.
 

Quzziy

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Skill and eq dont exist after lvl up or chest gift












Dont working chest items, and chest working any time :/

 





BTW....


When I want compile game with all files it have ~270Mb


How can I complie onli this few graphic what I use in game, and recive lighter .exe ?
 
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Shaz

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You have not set them up correctly. Again, you REALLY need to read some tutorials.


Remove the Katana Combo and Fury Combo skills from your actor.


On your Katana Combo and Fury Combo skills, state what skill type they are. At the moment, Katana Combo has NO skill type specified.


On the White Belt class, go into Features, and add a new skill TYPE (NOT a new skill), and choose whatever skill type you have set Katana Combo and Fury Combo to.


For the chest, you've done it wrong - the chest won't even be there in the game.


Remove the self switch condition from page 1, and in the event commands, add a Control Self Switches command at the end, turning on self switch A.


Also get rid of the Break Loop - there IS no loop, so it doesn't even need to be there.


Now add a new page with the open chest graphic, and set its condition to Self Switch A is ON.


You can right-click anywhere on the map (where there's no event) and choose Quick Events and create a chest. THAT will contain everything you need, and you just need to add a bit of text if you want it to do more than just give you something. Create one, and then compare the pages on that event with what you've done here, to see what you're missing.
 

Quzziy

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I do it how did you  tell and chest work perfect now.

But eq and skill still dont exist in game  only potion frome chest exist and working
 

Shaz

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Show us how you have them set up now. Edit the post with your last screenshots in it, and see what I did to add the spoiler tags and put the image into your post rather than external links. You can do the same with your next lot of images.


You need to have the equipment added to your inventory before any of your characters can actually equip it. Do you HAVE the Tanie Kimono in your items list? If you want them to have it from the very beginning, just put it into the Starting Items list for that actor (under the actor's picture)
 
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Quzziy

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OK, lest focus on this 2 skills and "Tanie kimono" item


eq







skill



Ps


Idk how make spoiler on this forum
 
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Shaz

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:) I just said you can edit your previous post and see exactly how I did it, so you'd know how to do it yourself.

You have to type it, as there's no button for a spoiler:

[/spoiler]And, as I said, you need to HAVE the weapon or armor in inventory before your character can equip it. Do you have that? When you go to Items in your menu and look at weapons or armor, can you see them there?

If you want them to have it right at the beginning of the game, you have to add it to their [B]starting equipment, on the Actors tab, below the actor's sprite and face graphic[/B]. You don't have that, so they won't have that equipment when the game begins.

You need to determine how they will GET the equipment in the first place. Just saying "they can equip this" does not GIVE it to them.
 
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Quzziy

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Ok, but on begining he is naked, ahd he finding eq in chest, when take and open menu thay still dont see any new eq to use.

But "katana" weapon works, when he recive this item frome npc they have katana and can use.

New Skills work too. Only this "Tanie Kimono" have some crash in code maybe..
 
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Andar

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Ok, but on begining he is naked, ahd he finding eq in chest, when take and open menu thay still dont see any new eq to use.
If the player gets the katana from an NPC event, but not from a chest event, then the code inside the chest event is wrong.

Please post a screenshot on how that chest event works, or use a quick chest creation to give that weapon to the player.
 

Quzziy

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My first chest use that, and chest work only this armour dont

@> Tekst -,-, Normal Bottom:   : Look to chest@> Change equpment: [Tezno], Body = [Tanie komono]Some sound@> Tekst -,-, Normal Bottom:   : You find Tanie kimono@> Controll Self-Switch A =ON2#

Now I see funy error with item: Life Up , I dont mod this item but player recive couple of them in gram.

And when I tested it, Its sometime give +50 HP to HP limit but sometimes this dont work...

Maybe its rpg maker inside bug?
 

Andar

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Change equipment does not give you that equipment, it only forces the actor to equip an equipment if that is already in the player's inventory.

A chest would need to use the "change weapon" command to add that weapon to the player's inventory.

And if we say screenshots, then please give those screenshots instead of typing only the content area - more than half the event problems are not in the content area, but in the other options of the event window. It's just pure luck that in this case, your error was in the content area.

No, the RM engine itself is mostly bug-free, most problems come from using wrong commands (like you did), wrong logic assumptions (like mixing up the event conditions that are only visible in a screenshot as they are not part of the content area) or by adding scripts without configuring them correctly.

I suggest you stop working on your own game for a week or so, and follow the link in my signature to learn more about the engine and the tutorials.

If you do not even know what an event command does, you will only produce more non-working events like that chest event.
 

Quzziy

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Thanks for response, but "tanie kimono" is an armor, maybe now its work

I dont want do 7 days breake.

I lerning when I correct errors, Btw I read some tutorial but find resovution for focus question is very hard in random tutorials
 
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Andar

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I dont want do 7 days breake.I lerning when I correct errors, Btw I read some tutorial but find resovution for focus question is very hard in random tutorials
So instead of using 7 days to learn to prevent errors, you want to waste several weeks asking very basic questions to solve the simplest errors?

And you shouldn't do random tutorials - my topic "starting point" is designed to tell you how to get to the correct and important tutorials and examples where you can learn most.

And two more things:

1)

This community is extremely helpfull, but we can't do your work for you. You need to put in work to learn what you're doing, or you will never get beyond the basics - especially if you ignore the hints on all command buttons and only guess which buttons to use instead of reading the hint to learn what they really do.

2)

Creating a game takes time and work. Even in a best case you will spent two or three months to make a game that can be played to the end in less than one hour. If you do not know what you're doing, the same game will take you four or five months of work.

Now the question:

Do you want to spent one week learning how to do the game in 2-3 months, having it ready in about three months total - or do you want to refuse that one week for learning and need five months to make the same game?

(time spans are fictional, because that changes based on what game you want to do - but the proportions are basically correct)
 
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