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- Nov 4, 2013
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Variables
Tips and Tricks
1.Rewards for tenaciousnessEver had a useless lever or button just laying around ? Ever wanted to reward your players for pressing those buttons or levers? Well you visited the right place.
a.Requirements
A variable (how many times you pulled)
A switch
A lever (+1 every time you pull)
An event (shows your "progress"")
Basic knowledge about variables and events (making them and modify them)
b.Setup
Make a variable and name it.
Same for the levers.
To make the lever simply make an action button triggered event, choose your sprite, then add 1 to the variable, turn the switch on, then create a new event page, make it a auto run,make it's run condition the switch you just turned, choose the appropriate sprite,
also on the second event page make it so the switch you just turned on gets turned off, then you can add a SE and some waiting
time if you feel the need :
Page 1 of the event
Page 2 of the event
a.Requirements
A variable (how many times you pulled)
A switch
A lever (+1 every time you pull)
An event (shows your "progress"")
Basic knowledge about variables and events (making them and modify them)
b.Setup
Make a variable and name it.
Same for the levers.
To make the lever simply make an action button triggered event, choose your sprite, then add 1 to the variable, turn the switch on, then create a new event page, make it a auto run,make it's run condition the switch you just turned, choose the appropriate sprite,
also on the second event page make it so the switch you just turned on gets turned off, then you can add a SE and some waiting
time if you feel the need :
Page 1 of the event
Page 2 of the event
Way N.1 is to make a parallel process (common) event that checks if your Variable is over a certain number, and then give a reward
when the number is achieved:
2.Battle damage formulas using variables ?
Usually in Ace battle formulas you are only allowed to use the basic 4 mathematical operations (+,*,/,-) and that can usually limit a game maker slightly, but Variables can include different operations and can add variety to your formulas (through scripting visit this thread for more details about that : http://forums.rpgmakerweb.com/index.php?/topic/16541-intermediateadvanced-game-variables/?hl=variables) A. Requirements
A variable
A skill
You have to have a minimum knowledge math
B. Setup
Make a variable that you want to allow damage modifications, examples would be a permanent boost (passive skills maybe ?)
Now to implement that variable in the damage formula just add v[x] (X being the number of your variable)
ex :
a.atk * 4 + v[x] - b.def * 2 I'm not going to go into details or this thread would be veeeeeeeery long and boring to read , but you can do many things that would add diversity in your game.
EX : http://www.rpgmakervxace.net/topic/17451-damage-formula-operations/
A variable
A skill
You have to have a minimum knowledge math
B. Setup
Make a variable that you want to allow damage modifications, examples would be a permanent boost (passive skills maybe ?)
Now to implement that variable in the damage formula just add v[x] (X being the number of your variable)
ex :
a.atk * 4 + v[x] - b.def * 2 I'm not going to go into details or this thread would be veeeeeeeery long and boring to read , but you can do many things that would add diversity in your game.
EX : http://www.rpgmakervxace.net/topic/17451-damage-formula-operations/
This process is pretty complicated so I'll only explain it through images:
Add regions to your map by pressing F7.
Thanks to Zeriab for fixing my original post.
2 of my variables define the characters X and Y location, 1 of my variables define what region I'm currently on, and 1 variable counts how many times I stepped on the grass, the conditional branches are obligatory or your Variable designating how many times you stepped on the grass will go up by 1 every ten frames even if you don't move. :

The script event command isn't necessary as I only used it to see if the event worked.
Add regions to your map by pressing F7.
Thanks to Zeriab for fixing my original post.
2 of my variables define the characters X and Y location, 1 of my variables define what region I'm currently on, and 1 variable counts how many times I stepped on the grass, the conditional branches are obligatory or your Variable designating how many times you stepped on the grass will go up by 1 every ten frames even if you don't move. :

The script event command isn't necessary as I only used it to see if the event worked.
Have you ever been annoyed by very puzzling mazes that use teleports, similar looking rooms, and more ? Well Today I will present you with a way to make the experience even "more positive".A. Requirements
Any number of variables (min 1)
Any number of rooms (min 3)
Any number of events that teleport you from room to room (min 2 for each room)
Optionally some other events affected by our variable
Some time on your hands.
B. Setup
So let's build our maze shall we ? I chose to make my maze size 4 rooms, (Optionally you can tint the screen dark so it gives a more realistic feel to it) I made 2 pairs of identical rooms the identical room to the starting room will be the exit, also all rooms have 2 events that teleport the player elsewhere., also my example maze will depend of a loops and slightly on making your player give up before he finds the exit.
So the starting room will have an event to transport you outside, or to the next room, the following room (room a) will be setup so if you go back you will end up on the upper level of it's identical copy (room
, and going up makes you appear on the bottom level of the copy, the top level of the copy will bring you back to the start and the bottom level will bring you back to the "room a".
Each event that transfers you to the next area will add a +1 on your chosen variable.
Now choose a random number for your variable and change one of the transfer events to a conditional branch that will bring you to the identical room of the entrance ( exit ) , the bottom level of the exit will set you free, the top level will set the variable to 0 and teleport you to the bottom of the entrance:
So Entrance -) Room a
Room a -) Room b top or Room b bottom
Room b -) Room a top or entrance top
Exit -) entrance bottom or Freedom
Any number of variables (min 1)
Any number of rooms (min 3)
Any number of events that teleport you from room to room (min 2 for each room)
Optionally some other events affected by our variable
Some time on your hands.
B. Setup
So let's build our maze shall we ? I chose to make my maze size 4 rooms, (Optionally you can tint the screen dark so it gives a more realistic feel to it) I made 2 pairs of identical rooms the identical room to the starting room will be the exit, also all rooms have 2 events that teleport the player elsewhere., also my example maze will depend of a loops and slightly on making your player give up before he finds the exit.
So the starting room will have an event to transport you outside, or to the next room, the following room (room a) will be setup so if you go back you will end up on the upper level of it's identical copy (room
Each event that transfers you to the next area will add a +1 on your chosen variable.
Now choose a random number for your variable and change one of the transfer events to a conditional branch that will bring you to the identical room of the entrance ( exit ) , the bottom level of the exit will set you free, the top level will set the variable to 0 and teleport you to the bottom of the entrance:
So Entrance -) Room a
Room a -) Room b top or Room b bottom
Room b -) Room a top or entrance top
Exit -) entrance bottom or Freedom
Things you should know:
There are hundreds of things you can do with variables, especially if you mix it up with some scripting.
The variables on the battle formula can depend on allot of things, for example a skill that does more damage the more money you have, or the more steps you have done.
The variables maze can be made allot harder, I'm just putting out the idea and the basic concept.
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