This topic will list questions having to do with RMVX. The listing will be updated about 1 time a week. This topic will be closed to prevent Spam and Questions from cluttering it. The listings will not be in alphabetical order, they will be in Categories.
Cost of game at this time (Dec 31st, 2011): US$59.99 / GBP 39.1296
Official RMVX Tutorials/Walthrough by Enterbrain. Requires a PDF Reader program (which can be downloaded for free). For Beginners, thorough walk-through includes events/switches and dungeon/maze-making. Updates every Friday according to the website. 20 lessons so far. RRR-Member (Kelsper) made Walkthrough PDF: Contains over 100 pages of instructions. There are too many sections to mention what it covers, take that as the depth of the walkthrough. Very, very well made.
To post a screenie, hit the Print Screen key on your keyboard, open MS Paint and press Ctrl-V. Crop the picture to the size you want, and upload it to a photo-hosting site like Photobucket or Flickr. After it is Uploaded, click on your photo and select the All Sizes option from the top of the photo. Click on the size you want to show, scroll down and copy the URL link then go back to the response editor, and click on the Link button:
Look here
Then paste the URL link into this box, and click OK:
Then submit your response, and you have a screenshot in the thread. Make sure to put the Screenie in Spoiler tags if it is too big, like I did.
Where is RMVX RTP folder?
If you didn't change its folder when you setup RTP file, it will be in: C:\Program Files\Common Files\Enterbrain\RGSS2\RPGVX
I'm using the English translated version of RMVX. My database gets cut off (see spoiler)
to fix it you have to install the font: "msgothic_0.ttc"
At the installation screen, it says "Install RPG Maker VX RTP" and "Install RPG Maker VX". Is there a difference, or should I install both?
You have to install Both. "RPG Maker VX" is the program while the RTP is the initial pack that has the graphics, sounds and Etc. Be sure to install the RTP FIRST.
Error: Failed to obtain a trail serial number from the nTitles server. What can I do to fix this?
First of all, make sure you have internet access. This might seem obvious but some people tend to miss this. Secondly, this error usually happens because you've got an application of some sort that's blocking RPG Maker VX's access to the internet. Try turning off your firewall (or any other programs that might be causing the problem), and see what happens.
How do you open VX project file (Game.rvproj) that was made with the newer version of RMVX?
Open Game.rvproj with notepad, and change number from 1.0X to 1.00
How do you make the text appear slower? It seems to move too fast.
This is only a cheap fix, but in the message box event command type in /S[n] where n is any number between 1 and 20. 1 is fastest, 20 is slowest.
Does RMVX work with Windows 7?
Yes it does.
Is there a way to disable the in-game menu?
This must be done with events. On the third page of the Event Commands dialogue, you will see the category "System Settings" to the lower left hand side of the window. Click on "Change Menu Access" and change its operation to "disabled."
Can you use XP scripts in VX?
It is confirmed that RPG Maker XP RGSS scripts will most likely not work in RPG Maker VX because they are different programs, and the scripting language are tailored for their respective programs they were made for. Because RPG Maker VX uses the RGSS2 language, scripts will most likely have to be converted from RGSS to RGSS2. I'm saying "most likely" here because there could be some exceptions.
How can I patch my game if I want to make an Expansion?
Default Scripts have Bugs! How do I fix them?NOTE: To use these scripts, paste them above Main, but under every other script in the Materials Section. These need to be on the bottom of that section, but not in any specific order.
Where to put a script
Before pasting a script, please read the instructions that come with it. usually they are comments at the top of the script. Some scripts require you to paste them under other categories instead of materials.
Default Script Fixes
Turn Order Fix
CODE
#=============================================================================== # # Yanfly Engine RD - Turn Order Fix # Last Date Updated: 2009.06.03 # Level: Easy # # For those that are using the default battle system, you've probably realized # sooner or later that turn order is only calculated once at the start of each # turn and retains that order even if speed has been changed in between turns. # This means that enemies which your actors have slowed on the same turn will # still act in the same order calculated for that turn. Agility status effects # and the like do not take effect until the following turn, which may become # rather useless for some. This script fixes that and recalculates turn order # after each and every action. # #=============================================================================== # Updates: # o 2009.06.03 - Bugfix to turn zero actions. # o 2009.05.27 - Started script and finished. #=============================================================================== # Instructions #=============================================================================== # # Just place the script somewhere above main. # #=============================================================================== # # Compatibility # - Incompatible: Any ATB and CTB systems obviously. # - Alias: Scene_Battle: start_main # - Overwrites: Scene_Battle: set_next_active_battler # #===============================================================================
$imported = {} if $imported == nil $imported["TurnOrderFix"] = true
#=============================================================================== # Editting anything past this point may potentially result in causing computer # damage, incontinence, explosion of user's head, coma, death, and/or halitosis. # Therefore, edit at your own risk. #===============================================================================
#=============================================================================== # Scene_Battle #=============================================================================== unless $imported["SceneBattleReDux"] class Scene_Battle < Scene_Base
#-------------------------------------------------------------------------- # alias start_main #-------------------------------------------------------------------------- alias start_main_tofix start_main unless $@ def start_main @performed_actors = [] start_main_tofix end
#-------------------------------------------------------------------------- # overwrite set_next_active_battler #-------------------------------------------------------------------------- def set_next_active_battler @performed_actors = [] if @performed_actors == nil loop do if $game_troop.forcing_battler != nil @active_battler = $game_troop.forcing_battler @action_battlers.delete(@active_battler) $game_troop.forcing_battler = nil else make_action_orders @action_battlers -= @performed_actors @active_battler = @action_battlers.shift end @performed_actors.push(@active_battler) unless @active_battler == nil return if @active_battler == nil return if @active_battler.index != nil end end
end end #=============================================================================== # # END OF FILE # #===============================================================================
Usable Item Fix
CODE
#=============================================================================== # # Yanfly Engine RD - Usable Item Fix # Last Date Updated: 2009.04.27 # Level: Easy # # This prevents non-battle usable items to included into the item menu during a # battle. What VX did originally was allow any kind of item so long as it was # an item type (not weapon type or armour type) despite whether or not it was # usable in battle. This one just limits the item menu to the ones usable in a # battle. For those with KGC's Usable Equipment script, this also works. # #=============================================================================== # Updates: # ---------------------------------------------------------------------------- # o 2009.04.27 - Started script. #=============================================================================== # Instructions #=============================================================================== # # Just plug it in somewhere above Main. There's really nothing to instruct here. # #=============================================================================== # # Compatibility # - Overwrites: Window_Item, include? # #===============================================================================
$imported = {} if $imported == nil $imported["UsableItemFix"] = true
#=============================================================================== # Editting anything past this point may potentially result in causing computer # damage, incontinence, explosion of user's head, coma, death, and/or halitosis. # Therefore, edit at your own risk. #===============================================================================
#-------------------------------------------------------------------------- # overwrite include #-------------------------------------------------------------------------- def include?(item) return false if item == nil return false if $game_temp.in_battle and !$game_party.item_can_use?(item) return true end
end
#=============================================================================== # # END OF FILE # #===============================================================================
Enemy State Resist Fix
CODE
#=============================================================================== # # Yanfly Engine RD - State Resist Fix # Last Date Updated: 2009.05.14 # Level: Easy # # When RPG Maker VX checks if an enemy is resistant against a certain state for # applying states, it will always return false regardless of what probability # rate given to the enemy. This script will change the definition altogether for # enemies and returns the check as true if the state has a working chance of 10% # or lower against that particular enemy. Nothing will be considered resistant # against the death state, however. # #=============================================================================== # Updates: # ---------------------------------------------------------------------------- # o 2009.05.14 - Started script and finished. #=============================================================================== # Instructions #=============================================================================== # # Plug and play. Input it somewhere above Main. If you wish to change the # minimum success rate required, just scroll down and change it in the module. # #=============================================================================== # # Compatibility # - Overwrites: Game_Battler: state_resist? # #===============================================================================
$imported = {} if $imported == nil $imported["StateResistFix"] = true
module YE module FIX
# If the success rate is under this percentage, the enemy will be considered # resistant against that state. MINIMUM_STATE = 10
end end
#=============================================================================== # Editting anything past this point may potentially result in causing computer # damage, incontinence, explosion of user's head, coma, death, and/or halitosis. # Therefore, edit at your own risk. #===============================================================================
#-------------------------------------------------------------------------- # overwrite state_resist? #-------------------------------------------------------------------------- def state_resist?(state_id) return false if state_id == 1 return false if state_probability(state_id) > YE::FIX::MINIMUM_STATE return true end
end
#=============================================================================== # # END OF FILE # #===============================================================================
Shown Skills Fix
CODE
#=============================================================================== # # Yanfly Engine RD - Shown Skills Fix # Last Date Updated: 2009.05.12 # Level: Easy # # This script fix hides the skills that aren't usable in battle. Any skill with # the ocassion set as "Menu-Only" or "Never" will not take up a skill slot. But # all skills will be shown when accessed from the menu outside of battle. If you # wish to hide skills completely, there's a tag that will accomplish that. # #=============================================================================== # Updates: # ---------------------------------------------------------------------------- # o 2009.05.12 - Started script and finished. #=============================================================================== # Instructions #=============================================================================== # # To hide a skill permanently from the skill windows, use the <hide skill> tag. # Note that the skill will still show up in other skill windows that do not use # the class Window_Skill. # # <hide skill> # #=============================================================================== # # Compatibility # - Overwrites: Window_Skill: refresh # #===============================================================================
$imported = {} if $imported == nil $imported["ShownSkillsFix"] = true
#=============================================================================== # Editting anything past this point may potentially result in causing computer # damage, incontinence, explosion of user's head, coma, death, and/or halitosis. # Therefore, edit at your own risk. #===============================================================================
module YE module REGEXP module BASEITEM HIDE_SKILL = /<(?:HIDE_SKILL|hide skill)>/i end end end
#-------------------------------------------------------------------------- # Hide Skill #-------------------------------------------------------------------------- def hide_skill? if @hide_skill == nil self.note.split(/[\r\n]+/).each { |line| case line when YE::REGEXP::BASEITEM::HIDE_SKILL @hide_skill = true end } end return @hide_skill end
#-------------------------------------------------------------------------- # Overwrite Refresh #-------------------------------------------------------------------------- def refresh @data = [] for skill in @actor.skills next unless include?(skill) @data.push(skill) if skill.id == @actor.last_skill_id self.index = @data.size - 1 end end @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end
#-------------------------------------------------------------------------- # Include? #-------------------------------------------------------------------------- def include?(skill) if skill.hide_skill? return false elsif $game_temp.in_battle and !skill.battle_ok? return false else return true end end
end
#=============================================================================== # # END OF FILE # #===============================================================================
Enemy Reappear Fix
CODE
#=============================================================================== # # Yanfly Engine RD - Enemy Reappear Fix # Last Date Updated: 2009.05.18 # Level: Easy # # In the event that a state is applied to a monster and that monster dies, if # the state's timer runs out, a message appears that the monster is suddenly # cured of poison or whatever. Not only does the message appear, the monster's # sprite reappears in battle, too. The monster, however, is not selectable. This # script will fix that problem by halting the automatic state removal process. # #=============================================================================== # Updates: # ---------------------------------------------------------------------------- # o 2009.05.18 - Started script. #=============================================================================== # Instructions #=============================================================================== # # Just put it somewhere above Main. # #=============================================================================== # # Compatibility # - Alias: Game_Battler: hp=, remove_states_auto # #===============================================================================
$imported = {} if $imported == nil $imported["EnemyReappearFix"] = true
#=============================================================================== # Editting anything past this point may potentially result in causing computer # damage, incontinence, explosion of user's head, coma, death, and/or halitosis. # Therefore, edit at your own risk. #===============================================================================
#-------------------------------------------------------------------------- # alias remove_states_auto #-------------------------------------------------------------------------- alias remove_states_auto_erf remove_states_auto unless $@ def remove_states_auto return if self.dead? remove_states_auto_erf end
end
#=============================================================================== # # END OF FILE # #===============================================================================
BitmapFix
CODE
#=============================================================================== # # Yanfly Engine RD - Bitmap Fix # Last Date Updated: 2009.06.02 # Level: Easy # # If any selectable window has more than 341 rows for whatever reason, the game # will crash with a "failed to create bitmap error" leaving the player curious # as to what just happened. This essentially means that you cannot have more # than 682 items in your item menu, skill menu, or equip menu at all without # risking a crash. This is because RGSS2, by default, can only create bitmaps # in size of up to 8192 pixels in width or height. # #=============================================================================== # Updates: # ---------------------------------------------------------------------------- # o 2009.06.02 - Started script and "finished" it. #=============================================================================== # Instructions #=============================================================================== # # Place this above Main somewhere. Note that this doesn't fix the problem by # allowing you to go past 8192 pixels, but rather, prevents crashing. As of # this point, I have no ideas on how to overcome this problem. # #===============================================================================
$imported = {} if $imported == nil $imported["BitmapFix"] = true
#=============================================================================== # Editting anything past this point may potentially result in causing computer # damage, incontinence, explosion of user's head, coma, death, and/or halitosis. # Therefore, edit at your own risk. #===============================================================================
#=============================================================================== # # END OF FILE # #===============================================================================
Animation Fix
CODE
#=============================================================================== # # Yanfly Engine RD - Animation Fix # Last Date Updated: 2009.05.30 # Level: Easy # # This is just a small animation fix to something that was done terribly by # Enterbrain. This also lets you check whether or not you want enemies to play # animations on themselves when they're using skills. This script is just made # shorter and cleaner than the protoype Yanfly Engine version. # # This script also provides for three new features. Skills and items can now # play different animations depending on whether or not an actor is using it or # an enemy is using it. This will provide more varying animations each skill. # The third feature takes something back from RPG Maker XP, casting animations. # Now, actors and enemies can have a casting animation played on them before # they use their skills or items. # #=============================================================================== # Updates: # ---------------------------------------------------------------------------- # o 2009.05.24 - Updated to include <ani casting x>. # o 2009.05.20 - Added <actor animation x> and <enemy animation x>. # Converted ENEMY_ATTACK_CUSTOM to <attack animation x>. # o 2009.05.07 - Added compatibility with YERD System Menu Options. # o 2009.04.19 - Added enemy normal attack animations. # o 2009.04.13 - Started script. #=============================================================================== # Instructions #=============================================================================== # # The following are tags you may input into your skills' notebox. # # <actor animation x> # This will cause actors to play a different animation when using this skill # or item. x is the animation ID to be played. # # <enemy animation x> # This will cause enemies to play a different animation when using this skill. # x is the animation ID to be played. # # <ani casting x> # This will display a animation when the skill or item is casted. # # The following are tags you may input into the enemy notebox. # # <attack animation x> # This will give the enemy an attack animation other than the default. # #=============================================================================== # # Compatibility # - Alias: Scene_Battle, display_animation # - Overwrites: Scene_Battle, display_attack_animation # - Overwrites: Scene_Battle, display_normal_animation # #===============================================================================
$imported = {} if $imported == nil $imported["AnimationFix"] = true
module YE module FIX
# Set this to true if you want enemies to play animations on themselves when # they use a skill. ENEMY_SELF = false
# Set this to true if you want enemies to have attack animations when they # strike their targets. ENEMY_ANI = true
# If the above was set to true, this is the animation ID for enemy attacks # when they use only a normal attack. ENEMY_ATTACK_ANI = 36
# This will determine whether or not actors will have casting animations # if the skill/item has a casting animation. ACTOR_CAST_ANI = false
# This adjusts where animations are played when the enemy attacks the # actor with a skill. ACTOR_SCREEN_Y = 288
end #module FIX end #module YE
#=============================================================================== # Editting anything past this point may potentially result in causing computer # damage, incontinence, explosion of user's head, coma, death, and/or halitosis. # Therefore, edit at your own risk. #===============================================================================
#-------------------------------------------------------------------------- # Yanfly_Cache_ANIFIX #-------------------------------------------------------------------------- def yanfly_cache_enemy_anifix @attack_ani = 0 self.note.split(/[\r\n]+/).each { |line| case line when YE::REGEXP::ENEMY::ATTACK_ANI @attack_ani = $1.to_i end } end
#-------------------------------------------------------------------------- # definitions #-------------------------------------------------------------------------- def attack_ani yanfly_cache_enemy_anifix if @attack_ani == nil return @attack_ani end
end
#============================================================================== # Game_Actor #============================================================================== if !$imported["AnimationBattleConstruct"] and !$imported["SceneBattleReDux"] and YE::FIX::ENEMY_ANI class Game_Actor < Game_Battler
#-------------------------------------------------------------------------- # battler name, hue #-------------------------------------------------------------------------- def battler_name; return ""; end def battler_hue; return 0; end def use_sprite?; return true; end def screen_y; return YE::FIX::ACTOR_SCREEN_Y; end def screen_z; return 0; end
#-------------------------------------------------------------------------- # screen x #-------------------------------------------------------------------------- def screen_x n = (544 - ($game_party.members.size * 124)) / 2 n += 62 n += self.index * 124 return n end
#-------------------------------------------------------------------------- # display attack animation rewritten #-------------------------------------------------------------------------- def display_attack_animation(targets) if @active_battler.is_a?(Game_Enemy) if YE::FIX::ENEMY_ANI if @active_battler.enemy.attack_ani > 0 ani_id = @active_battler.enemy.attack_ani else ani_id = YE::FIX::ENEMY_ATTACK_ANI end display_normal_animation(targets, ani_id, false) else Sound.play_enemy_attack wait(15, true) end else aid1 = @active_battler.atk_animation_id aid2 = @active_battler.atk_animation_id2 display_normal_animation(targets, aid1, false) display_normal_animation(targets, aid2, true) end wait_for_animation end
#-------------------------------------------------------------------------- # display normal animation rewritten #-------------------------------------------------------------------------- def display_normal_animation(targets, animation_id, mirror = false) if $imported["MenuSystemOptions"] and $game_switches[YE::SYSTEM::ANI_SWITCH] return end skill_casting_animation if @active_battler.action.skill? item_casting_animation if @active_battler.action.item? animation = $data_animations[animation_id] if animation != nil to_screen = (animation.position == 3) ani_check = false for target in targets.uniq if target.is_a?(Game_Actor) and @active_battler.is_a?(Game_Enemy) target = @active_battler if YE::FIX::ENEMY_SELF end unless ani_check target.animation_id = animation_id target.animation_mirror = mirror end ani_check = true if to_screen wait(20, true) unless to_screen end wait(20, true) if to_screen end end
#-------------------------------------------------------------------------- # display animation #-------------------------------------------------------------------------- alias display_animation_anifix display_animation unless $@ def display_animation(targets, animation_id) animation_id = different_animation(animation_id) display_animation_anifix(targets, animation_id) end
#-------------------------------------------------------------------------- # different animation #-------------------------------------------------------------------------- def different_animation(animation_id) if @active_battler.action.skill? obj = @active_battler.action.skill elsif @active_battler.action.item? obj = @active_battler.action.item else return animation_id end if @active_battler.actor? and obj.actor_ani > 0 return obj.actor_ani elsif !@active_battler.actor? and obj.enemy_ani > 0 return obj.enemy_ani end return animation_id end
#-------------------------------------------------------------------------- # skill_casting_animation #-------------------------------------------------------------------------- def skill_casting_animation return if @active_battler.actor? and !YE::FIX::ACTOR_CAST_ANI skill = @active_battler.action.skill if skill.ani_casting > 0 @active_battler.animation_id = skill.ani_casting @active_battler.animation_mirror = false while @active_battler.action.skill? update_basic break if !@spriteset.animation? end end end
#-------------------------------------------------------------------------- # item_casting_animation #-------------------------------------------------------------------------- def item_casting_animation return if @active_battler.actor? and !YE::FIX::ACTOR_CAST_ANI item = @active_battler.action.item if skill.ani_casting > 0 @active_battler.animation_id = item.ani_casting @active_battler.animation_mirror = false while @active_battler.action.item? update_basic break if !@spriteset.animation? end end end
end
#=============================================================================== # # END OF FILE # #===============================================================================
__________________________
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QUOTE (Albino Parakeet @ Apr 2 2011, 01:20 PM)
QUOTE (Shadyone @ Apr 2 2011, 06:29 AM)
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ERZENGEL says: You should see [two] arrows on the top of the text entry box, the first is the limit for if you have a face set and the second is [the limit] if you don't have a face set.
Aerendyll adds: Are you using a custom font/a larger text size? If so, the arrows won't do you any good. You will need to experiment for yourself. If not, you probably have typed past the arrow without knowing. If any word is one pixel past the arrow it'll already look weird. Try to put words that are cut off on a new line.
What are Switches, Variables, and Conditional Branches?
VX Help File says: Data stored as either ON or OFF throughout the game. For example, controls information such as whether a player has received an order to defeat a monster or whether a boss has been defeated.
hyperlisk says: Switches: Think of it as a light switch. There's an ON and OFF state. Alibi says: Depending on what you're specifically trying to do, Switches are sometimes easier to use than Variables. While I can't speak to "line of sight" eventing, I'll take a Guard example and explain it as best I can:
- Let's say you want the guards to stop patrolling and run at you as soon as you reach a specific spot on the map. On that spot, you create an event with no graphic, set it to "Below the Character" priority, and set it to "Player Touch" trigger. Then, in it's effects, you select "Control Switch" and make it turn "001" on. For the sake of remembering what this switch is used for later, you title the switch "Spotted by Guards" or something similar (this is a clarity thing; not needed, but very useful to avoid reusing an important switch for a later event and have it either not work properly, because the switch is already on, or find that you accidentally had an event turn off the main intro switch, forcing you to re-watch the intro cutscene every time you enter a specific map).
Here's where it gets a little complex. On each of your events (Guard 1, Guard 2, Guard 3, and the no graphic trigger event), create a second page. Under conditions, make the page require the "Spotted by Guards" switch.
- For the trigger event, leave the second page blank; it's done what it needs to do, and so it doesn't need any further effects. - For each of the Guard events, make sure to set the second page to have the same Guard graphic, otherwise they'll disappear.
Making the guards chase the player This is simple. On the second page, set the Autonomous Movement to Approach, then adjust the Speed (how fast steps are taken) and the Frequency (how often steps are taken). For the sake of making their movement smooth, you'll probably want to set their speed to at least "4: Normal" and their frequency to "5: Highest". Setting the frequency lower than that will create a short pause after every step, and setting the speed lower will make it look like they're sauntering or crawling towards the player rather than genuinely chasing.
Making the guards attack the player This is where it gets fun. Once the player hits the desired spot, the guards will come running towards them; this much we've taken care of. Now, to make it so that the guards will actually attack the player and start the battle when they get to him, we have to make sure the Priority is set to "Same as Character", and that we've taken the crucial step of setting the Trigger to "Event Touch". Now, when the events come into contact with the player, the player walks into the events, or the player uses the action button on the events, the event will run. To set up the battle, make sure that you have three guard monsters in a Troop, which is set up in the Database window. Once you have that, use the "Battle Processing" event command and set it to call the three guard troop (the name will vary depending on what you set it as). You'll probably want to disable Escaping by leaving the "Can Escape" box unchecked. Now, you have guards that'll charge the player once they step on a specific tile, and start a battle as soon as they come into contact with them. There is one thing missing, though:
Making the Guards disappear when defeated This is really simple. We've actually already used this exact process earlier in this scenario, when we made the trigger event (the one you stepped on to make the guards charge) essentially disappear. All you have to do is make it so that after the battle runs, the guard events set a switch (for sake of ease, we'll say it's switch 002, and that we named it "Guards Defeated"). Then, on each of the guard events, create a third page. Leave everything blank except for the Condition, which should be "Switch 002: Guards Defeated is ON". Now, once the battle's over, assuming the player didn't lose and get a Game Over, the switch will be turned on, and all the guards will vanish. This isn't the only way to make them disappear, and to my knowledge, it's the only way to make them disappear and not reappear the next time you enter the map.
Somethings90 says: If no other events depend on the defeat of the guards, a self switch should work.
What is a variable?
VX Help File says: Data stored as any integer (maximum 8 numbers long) throughout the game. For example, controls information such as the hero's reputation level or the number of items a player has gathered from around the world and given to a particular person.
SilentBackstabber says: Let's say you have to kill 3 monster before an event is triggered, how will you do this? Simple! USE VARIABLES! Each time a monster is defeated, you just increase a variable by 1(let's use variable 0001). When you hit 3 then an event with condition Variable 0001 is 3 or above will be triggered! Or you might use it in conditional branch to trigger new event.
hyperlisk says: Variables: These are numbers. You can store any number you need to here.
"Tally" - Think of the scene in Final Fantasy 6, where you have to convince Imperial soldiers to lighten up to the rebel cause.. or whatever the situation was... Each time you talk to a soldier (or have to beat his skull in), it would increase the variable which we would probably label something suitable like "Soldiers Done". So each time you talk to a soldier, you can add 1 (or more depending on the situation I guess) to the "Soldiers Done" variable. - You can later use that variable with conditional statements in an event or by using multiple pages that would be activated by the Variable condition. (Both are essentially the same process, you just have to be concerned by the page order if done the second way mentioned). So you can have Emperor Gesthalt dance if you've met with more than 20 soldiers, or laugh at you otherwise. Of course, you can get as in-depth as having different possibilities for every separate integer, or you can simply have him say "You have talked to \v[#] of my soldiers." #= the variable location or whatever. But yeah, that's just one overly expanded example of using it as a "tally".
"Friendship/Influence/Love/What-ever Meter - Likewise, you can use a variable to store information that's meant to be shifting positively and negatively... like how friendly the hero and his childhood friend are. So if you have some dialogue in your game where the friend says "Man, You are so cool!", and give the player a choice like "Thanks, you are too!" or "I'm too cool to hang out with you!".. you can have the choices deal with a variable which represents their friendship... making the first choice increase that variable, and the second choice decrease it.
I'm having various problems with variables. (Examples may include, trying to assign an actor's level to a variable, and multiplying variables.)
The game_interpreter script has a bit of a mistake in it. To fix this, These are lines 748-752 of game_interpreter:
CODE
when 3 # Item
value = $game_party.item_number($data_items[@params[4]])
actor = $game_actors[@parameters[1]]
actor = $game_actors[@params[4]]
if actor != nil
But this is how it should look like:
CODE
when 3 # Item
value = $game_party.item_number($data_items[@params[4]])
when 4 # Actor
actor = $game_actors[@params[4]]
if actor != nil
Then jump to line 841 and change it to this:
CODE
when 3 # Mul $game_variables[i] *= value
Just change that and it will work!
Events won't trigger while in the airship
Well, by default the scripts on RMVX have it set so the airship doesn't trigger any events... So to make it so it does trigger events you have to comment out 2 lines of code... Open the script editor and find "Game_Player"
Replace lines 407 - 421 with
CODE
#-------------------------------------------------------------------------- # * Determine Event Start Caused by Touch (overlap) #-------------------------------------------------------------------------- def check_touch_event #return false if in_airship? return check_event_trigger_here([1,2]) end #-------------------------------------------------------------------------- # * Determine Event Start Caused by [OK] Button #-------------------------------------------------------------------------- def check_action_event #return false if in_airship? return true if check_event_trigger_here([0]) return check_event_trigger_there([0,1,2]) end
Now it should work.
i'm trying to make a player touch event, that makes the event wait, and not the player. how would i make it so the event waits, and not the player? So you can keep moving while it runs. ~Prelude Dikter
On the first event page, have the trigger set to "Player Touch". In the "List of Event Commands", have a simple Self Switch event command. For example
CODE
@>Control Self Switch: A =ON
On the second event page, have the trigger set to "Parallel Process" and have the Self Switch condition set to A. The event commands with the "Wait" you talked about is supposed to be on the second event page. That should work. ~Stripe103
How do I make an event only happen once/doesn't happen again when I re-enter the map?
Switches! On the first page of event commands, under "Game Progression", there is a command called "Switch Operation...". Turn a switch ON, and create a new event page. Go to the next page, and tick the condition Switch ON to whatever you set to. Another choice: Use the "Self-Switch Operation..." command and turn it on, make a new event page for it accordingly like above. This method is only if you are using the switch only for this event.
How can I make a character walk into the Scene after someone talks to a person?
Make the third event have no graphic.
When you want it to enter you have two choices, we'll go with the easier one: a switch. After your first two events have spoken have an event process that turns a switch on (let's say switch 1); then over in your third event create a second page, tick the box in the top left next to switch and select switch 1, on this page give it the graphic you want.
Back on the first event where the two people talk: Go into the event commands and choose move event and select the route for the new event you made.
What are the text commands (in messages) for VX?
/v[#] Shows the Variable with ID #. \n[#] Shows the Namen of the Hero with ID # . \c[#] Uses the color with the Number #. Colors determine to Windowskin. \g Opens a small window with the Gold-amount. \. The following text will be shown after a pause of 0.25 seconds. \| The following text will be shown after a pause of 1.00 seconds.. \! The following text will be shown after hitting Enter. \> The following line of text will be shown immediately. \^ The message will be closed automatically.
How do i make the status window come up during a message?
Is there a line of code small enough to fit in the script event command that will heal the actor in the nth slot (for example, in the 2nd party slot) by the amount stored in a variable? ~Miles Castea
This heals party member 2 by the ammount set in the gamevariable 1. Party members index starts from zero.~Leongon
How can I make a door only open if you have the right key?
First, create your key(s) in the items database. Next, create your door(s). For your door(s), insert the conditional branch: "If item: [Key] in possession" and inside the conditional, put your open door animation/move player/teleport player/etc. ~Otaku Son
How do I activate a "floor switch" with an event? Ex: Pushing a box on a switch to open a door.
Every event page has two important parts: The conditions in which the graphic and autonomous movement will begin, and the event commands. The event page becomes active when its conditions are satisfied, and any graphic appears (if it has a graphic) and it moves (if it has an autonomous movement). The Event Commands are the second part of the event page, and are checked after the page becomes active.
An event with no conditions will always begin. Events can be dependent on switches, self-switches, and variables, as well as whether an item is in the party's inventory, or a specific actor is in the party. It can depend on more than one of these as well; for example, an event can begin because the party has a certain item and a switch is on.
Once the event page is active, the event commands can begin if they are triggered. Trigger>>>Application>>>Example Action Button>>>player uses enter or space bar>>>for use when a player "talks" with an NPC Player Touch>>>player "bumps into" an event with priority "same as character", or walks over an event "beneath character" Event Touch>>>player must merely be next to an>>>an enemy encounter which begins if the enemy is on the tile next to the player event, and not necessarily facing it Autorun>>> begins automatically>>>for events which begin when entering a map, or when a switch is on, or other conditions are satisfied, and must proceed until completion). Parallel Process>>>begins automatically and starts over again until halted >>> for events which occur concurrent with the player's activities. Be warned, if calling a Common Event from within a Parallel Common Event, the Common Event that you call will be read as another Parallel Common Event, and as a result certain functions will not work properly, rendering some uses such as shortcut buttons useless.
How do I end an event?
Ending an Event with a Self-switch: WHEN to use a self switch The most basic and common way to end an event is to use a Self_Switch. This is the right approach when the event does something once which is never done again. An example of this would be a cutscene, where dialog and action are intended to be seen once. Another example would be a long dialog with an NPC which should not be repeated, or is only repeated if requested. A third example would be a trasure chest which opens once and is then "finished."
HOW to use a self-switch In the event commands, use Control Self-Switch. Select one of the four switches available, such as "A". Make a new event page. On the new page, check the box under Conditions for Self-Switch = "A". Now, unless the Self-Switch is turned off again Within This Event, that first event page will never run again, and the higher numbered page will run. To "end" the event, just leave the event commands blank.
Ending an Event with a Change in Condition If each event page is dependent on a Condition, then if none of the conditions are "true" the event will end. (This is typically how quest items appear and disappear.)
Ending an Event with Exit Event Processing Exit Event Processing is the best way to stop the current event commands and allow the event to start again. This is helpful if conditions have changed, and a different event page or set of event commands will be acted on.
Ending an Event with Erase Event Erase Event is the best way to end an event which is only ended temporarily. This ends all event pages and all event graphics for this event on this map visit. When the player returns to the map, the event will begin again as if it had never been erased. To use Erase Event, simply include the "Erase Event" command in the event.
How do I delete an event off the map so it doesn't return when I return? You use a switch. Either a Self Switch or a normal switch. When you want a certain person/object to disappear, make a switch, and then on the second page of the person/object's event, put that same switch as the Condition. The second page of the disappearing person should have it's graphic set to 'None'.
This post has been edited by Xeyla: Aug 24 2011, 06:41 AM
__________________________
QUOTE (Albino Parakeet @ Apr 1 2011, 05:46 PM)
i need to know exactly how to put a penis inside someone's butt. do you have the technical knowledge to tell me how?
QUOTE (Albino Parakeet @ Apr 2 2011, 01:20 PM)
QUOTE (Shadyone @ Apr 2 2011, 06:29 AM)
I see the keet likes anal.
im trying to get into it but people aren't answering my question
HELP! My toon can/can't walk over anything/everything!
Make sure the upper left tile has a star on it for passability.
HELP! I want my default Tileset back! How do I get it back
Go into the Graphics/System folder, and just delete the Tileset you want to be default again. RMVX will automatically put the default tileset back into the folder. No need to re-import the tileset into the game again.
How to add an extra icon set without getting rid of the old one?
+You use an image editing program, like GIMP, to add icons to an existing icon set: Yahoo or Google GIMP 2.6 and download it from the website. Its free to download. +Start your game up, Go to resource manager, click on Graphics/System, Then export your iconset to your desktop, and open it with gimp. +While in Gimp, select the Image tab (on top of gimp screen) and configure the grid to 24 pixles X 24 pixles. I like to use the dashed lines to show the grid. +Then go to the edit tab, and select Show Grid and Snap to grid. +From there you can copy and paste icons you get from the internet into the new icon set you want to make. Make sure you also get the names of the icon creators so you can credit them for making the icons. Its not nice to copy icons, and take credit for the creation of them. +After you are done adding the icons, make sure to save the picture as a .png file. Make sure to name the new one Iconset. Then go back into RMVX and import the new file into your Graphics/System folder. It will replace the old file named Iconset. +You can only have 1 icon set. It has to be 512 pixels wide, but there is no limit to how long it is.
Tileset Sizes in pixles: A1: 512x384 A2: 512x384 A3: 512x256 A4: 512x480 A5: 256x512 B : 512x512 C : 512x512 D : 512x512 E : 512x512 Iconset: 512x* * = any size long
This post has been edited by Xeyla: Mar 3 2012, 09:03 PM
__________________________
QUOTE (Albino Parakeet @ Apr 1 2011, 05:46 PM)
i need to know exactly how to put a penis inside someone's butt. do you have the technical knowledge to tell me how?
QUOTE (Albino Parakeet @ Apr 2 2011, 01:20 PM)
QUOTE (Shadyone @ Apr 2 2011, 06:29 AM)
I see the keet likes anal.
im trying to get into it but people aren't answering my question
How do I change my gameover screen or title screen?
1. Make the name of your custom title screen "Title" or your game over screen "GameOver" 2. Import it into Graphics/System. That is it! NOTE: This applies for ANYTHING that you want to change in Graphics/System. This includes IconSets, Tilesets and pretty much anything you find in that folder.
Celianna's VX resources
This post has been edited by Xeyla: Apr 8 2011, 04:29 PM
__________________________
QUOTE (Albino Parakeet @ Apr 1 2011, 05:46 PM)
i need to know exactly how to put a penis inside someone's butt. do you have the technical knowledge to tell me how?
QUOTE (Albino Parakeet @ Apr 2 2011, 01:20 PM)
QUOTE (Shadyone @ Apr 2 2011, 06:29 AM)
I see the keet likes anal.
im trying to get into it but people aren't answering my question
Go to Data Base, system tab, and you should find the initial party box.
How do I change my starting gold?
Well you can do it with events, but with scripts you can do it with no knowledge required. Goto Game_Party in the scripts pages. Find line 26
CODE
@gold = 0
Now change 0 to anything you want and then you have your starting gold.
How do I get full health when I level up?
In the scripts find the page Game_Actor (not actors). Starting at line 536
CODE
#-------------------------------------------------------------------------- # * Level Up #-------------------------------------------------------------------------- def level_up @level += 1 for learning in self.class.learnings learn_skill(learning.skill_id) if learning.level == @level end end
Now add two lines between @level += 1 and for learning in self.class.learnings
CODE
#-------------------------------------------------------------------------- # * Level Up #-------------------------------------------------------------------------- def level_up @level += 1 self.hp += maxhp #Add this, It gives you full HP on level up. self.mp += maxmp #Add this, It gives you full MP on level up. for learning in self.class.learnings learn_skill(learning.skill_id) if learning.level == @level end end
How do I change my game's Name?
Tools, database, system and there it says "Game Title"
How do I disable Saving in the field/towns?
Use an Event:
It seems that more and more games have voice acting so I would love to know how they do it, hopefully someone on here can help me? ~DonyaClaudia
You need a voice recording program. There are free ones you can download, just google for one. Use it to save the sound as a sound file, and then upload it into the game as a SE (I think)~Xeyla
How do I change the name of a skill for a class?
Check the box circled in red, and type in the name for that skill type.
This post has been edited by Xeyla: Aug 17 2011, 02:23 PM
__________________________
QUOTE (Albino Parakeet @ Apr 1 2011, 05:46 PM)
i need to know exactly how to put a penis inside someone's butt. do you have the technical knowledge to tell me how?
QUOTE (Albino Parakeet @ Apr 2 2011, 01:20 PM)
QUOTE (Shadyone @ Apr 2 2011, 06:29 AM)
I see the keet likes anal.
im trying to get into it but people aren't answering my question
1) When mapping, hold shift while placing an auto-tile down. You'll get the middle repeatable section of it. You can place it anywhere and it won't affect the tiles around it. It can be very useful at times.
2) Hold shift and right click a tile to grab that particular tile. If it's part of an auto-tile, you'll get that exact piece that you shift/right clicked on. Then keep shift held and left click somewhere to place it.
How do I make the area selection tool freeform? ~Tsunimo
I'm afraid it's not possible without modifying the editor (which is illegal). Your option is to make several rectangular areas with the exact same encounters in order to form the desired shape.~Kread-EX
This post has been edited by Xeyla: Aug 17 2011, 02:19 PM
__________________________
QUOTE (Albino Parakeet @ Apr 1 2011, 05:46 PM)
i need to know exactly how to put a penis inside someone's butt. do you have the technical knowledge to tell me how?
QUOTE (Albino Parakeet @ Apr 2 2011, 01:20 PM)
QUOTE (Shadyone @ Apr 2 2011, 06:29 AM)
I see the keet likes anal.
im trying to get into it but people aren't answering my question