Well, it's finally here: my event demo. It's recommended for advanced users (which is apparently eveyone on here) but it contains a lot of tips for people starting to get familiar with the VX event system. The nice part is that it also includes a bunch of images and facesets from my collection, and is built off of one of the YERD script demos, so it's worth the time. It's sort of a bit of a rush job, so there may be a few kinks in it, but it seemed fine when I ran through it. If I find any problems (or anyone else does), just let me know and I'll see what I can do. Just remember to download (and read, obviously) the text file first, since it tells you what's going on and answers a number of questions you may have.
-In the breeder event, there's a "jump to label: normal" in one of the events. The problem is that I put a comment instead of a label, but luckily it works anyways. So just change the comment to a label.
-for the HellFIRE event, I'm not sure if I included this but make a parallel process event, with this code:
condition branch: if timer = 1 sec or less -switch kill =ON (blows everything up...) play animation - player - no attrib. (....including you) switch kill= OFF game over return to title screen
- the lake is finally fixed. Above the choice box and in between the switch for swimming, put this:
set move route - player - wait 600 frames (10 s, if I understand it correctly)
uncheck "wait until completion" (so you don't have to) and check/turn on "repeat action". It will loop the wait command, but still run the event. Even if it doesn't, you gave yourself some extra time.
Aug. 29 2011 - updated to Demo 1.5 with a ton of other features.
This post has been edited by Alt_Jack: Sep 7 2011, 03:32 PM
Your praise is much appreciated. The Coin-Op is based off of the one in the original Pokemon games (R/B/Y) and if you hit F9 and turn on the switch labelled "golden" while you're in there, you get 1000g (assuming it's still there) I should probably fill in the rest for the results CE, though,
two of a kind
condition branch if variable X == (let's say) 1 -condition branch if variable Y == 1 -then (whatever) Else condition branch if variable Z ==1 - (same result)
Like I said, if anyone finds any glitches, let me know and I'll see what I can do. There's a bit of an issue with the lake where the character moves with the choice selection, but since that's the only time I've ever seen that happen, I assume it's just the engine. I forgot that I included the scared/eager states, as well as party member-based effects. Try em' out. Oh, and if you're having trouble seeing in that cave where you can use Ghost Skill, try bringing Morrigan or Michelle with you.
This post has been edited by Alt_Jack: Aug 7 2011, 04:01 PM