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[XP] Taking Event System Requests

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I am seriously bored as crap right now. I probably will be until Friday.

I'm taking event system requests that people want help to fulfill. I have limitations to what I can do so... yeah. I can do a bit of stuff.

Basic systems will be fulfilled quicker than advanced ones to keep them less waiting. That is, if I get any requests.
« Last Edit: February 23, 2014, 04:09:55 PM by modern algebra »

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If you are ever incredibly bored,,and seeing that noone posted yet,,would you mind a making some sort of a sports game,,for a tutorial,,on how to make other sports games using events.

Perhaps you can tackle football,,or try to make a hockey game?  There are a lot of events involved,,and a sports game would make an awesome mini games to add to ANY RPG.
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Hamburger? What Hamburger?
A tut for a cooking system that can actually use two ingredients?
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Oh sorry, didn't notice replies. XD I'll try the cooking system first because it seems easier. XD

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Is it ok, umm how do I put this...if I can specifications for the cooking system?
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Sure. List the ingredients first. And then the recipe stuff. Try not to make too much at first.

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Actually, it can be any ingridedents, or recipes, I prefer the event asking what item you would like to cook(Only from your inventory), and giving the result item depending on the item/items cooked.
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Err... Unclear of what you said but let me finish my demo up and then test it, k?

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Ok. What I mean it would ask which of the items you would like to cook(either, one item, or two), but only from your inventory, and will give you a cooked item depending on the item/items.
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Hmmm.... That could be much easier than what I made but the problem is: it's impossible to do a checklist kind of thing with events. :P

I attached what I made, though XP

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Thanks man. I need one more done, this to be exact:

*The main character has a pet that follows him around, and every 200 steps, the pet picks up a random item, but I added something to make it better.
A friendship system, when you talk to the pet, you have a few options(The pet will give you a item if she/he picked one up):
Pet(Positive)
Scold(Negative)
Hit(Negative)
Feed(Postive)

Depending on which you choose, using a varible, it takes away points from the pet's trust(you get the idea, Postive = +1, Negative = -1.), so the higher friendship, the rarer items the pet will find, and I like it you can only do a action every three minutes, to prevent er... 'powerleveling'.
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Erm........ Let's see... I have no way of doing this. The pet would only work on one map or it would be a fighter. Plus, I would need the caterpillar script and that would take out the whole point of an evented system :P

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Actually, it can be restricted to one map if you like, I prefer it like that.
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Alright. It'll take a bit of time.... Sorry for late post because I'm reading :P

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Also, restrict the max points for his trust to 100.
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Ehh... The last change in things is when you reach level 15... >_>

Anyways, this took at least 40 minutes. I am quite proud of this system. XD I haven't tested all the functions but it, in theory XD, should work.

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Ok, I noticed a problem.
After the message "Get free pet food from the guy on the right.", the screen freezes after displaying a blank message box.
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Lol okay wait. By wait, I mean wait for about at least 18 hours because I gotta sleep and school and etc.

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Ok, or I could figure it out on my own. I'll let you know if I want you to make any more tuts. :) Thanks.
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Hey this pet system's kinda cool. :o
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Hey this pet system's kinda cool. :o

Hahaa thanks. It took me a while.

Ok, or I could figure it out on my own. I'll let you know if I want you to make any more tuts. :) Thanks.
Do that. XD

If you are ever incredibly bored,,and seeing that noone posted yet,,would you mind a making some sort of a sports game,,for a tutorial,,on how to make other sports games using events.

Perhaps you can tackle football,,or try to make a hockey game?  There are a lot of events involved,,and a sports game would make an awesome mini games to add to ANY RPG.
That sounds better suited for scripts. Evented would be pretty funky and complex and laggy.

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Was the version a few posts zipped before you tested the event? Because, the way it is it will freeze on both the Step Init and Flow Common Events? First, the fact that Step Init is called by the switch Dog freezes the game (I assume you meant it to Autorun on Step Initialize, since it turns Step Initialize Off at the end), and the Flow one also freezes the game because you turn Flow on, not off, at the end of the common event. Second, it is a waste of a switch in both cases. Make use of the Call Common Event Feature, as that runs the common event just once, without needing any switches. I would also ask if it is in fact necessary to use a common event for either, as they are not large events and they do not, as far as I can see, need to be run more then once. I haven't looked at much of it yet, as those two bugs got in the way, but aside from those I imagine it will be pretty good. I would, however, suggest that you look at a way to make the pet extend to other maps. Naturally, you would need to transfer the dog's movement from a common event to a local event, but since a lot of the event is already located in common events otherwise, it would not be too hard to get through it.

As well, I would recommend taking the dog off approach. You already have his movement determined through the common event, and the approach causes the dog to move all over the place. As well, in order to make it look more natural as the dog following the player, it might be a good idea to use variables to make the caterpillar, much like arkbennet did in his tutorial: http://rmrk.net/index.php/topic,20245.0.html. There were a few problems with his, which I mentioned in the topic. Primarily, I would suggest using player position and last player position rather then player and event position, since that will make it so that the event is not trying to move into you every square.
« Last Edit: October 23, 2007, 11:57:38 PM by modern algebra »

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Erm........ Let's see... I have no way of doing this. The pet would only work on one map or it would be a fighter. Plus, I would need the caterpillar script and that would take out the whole point of an evented system :P

You could set an event to remove the pet before and add it after every battle.

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Erm........ Let's see... I have no way of doing this. The pet would only work on one map or it would be a fighter. Plus, I would need the caterpillar script and that would take out the whole point of an evented system :P

You could set an event to remove the pet before and add it after every battle.
That would suck. :(
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Erm........ Let's see... I have no way of doing this. The pet would only work on one map or it would be a fighter. Plus, I would need the caterpillar script and that would take out the whole point of an evented system :P

You could set an event to remove the pet before and add it after every battle.

?

Or he could event the caterpillar system and not have to have the dog be a fighter

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Erm........ Let's see... I have no way of doing this. The pet would only work on one map or it would be a fighter. Plus, I would need the caterpillar script and that would take out the whole point of an evented system :P
Mastermoo, can you make another version of the pet system?
Here are the specs:
*Instead of being on the field, the Dog is a Actor(Character, or whatever.)
*Replacing the 200 step will be a skill called Pickup, which every 200 steps, a random item is added to the inventory.
*The friendship system is replaced by the dog's level, therefore the higher level the dog, the rarer the items.
*It's optional to give the dog some attacks.
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LOL THIS WAS STICKIED :tpg: Anyways, wait. I want to address some of the issues in previous posts.

Was the version a few posts zipped before you tested the event? Because, the way it is it will freeze on both the Step Init and Flow Common Events? First, the fact that Step Init is called by the switch Dog freezes the game (I assume you meant it to Autorun on Step Initialize, since it turns Step Initialize Off at the end), and the Flow one also freezes the game because you turn Flow on, not off, at the end of the common event.
Lol yes. :tpg: I don't know why, though. I usually go ahead and test out every single way (IE make the dog's level different and see if everything works out). Also, I'll try to change things around to make it actually work. :tpg:

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Second, it is a waste of a switch in both cases. Make use of the Call Common Event Feature, as that runs the common event just once, without needing any switches. I would also ask if it is in fact necessary to use a common event for either, as they are not large events and they do not, as far as I can see, need to be run more then once.
I always forget the Call Common Event Feature.

Quote
I haven't looked at much of it yet, as those two bugs got in the way, but aside from those I imagine it will be pretty good. I would, however, suggest that you look at a way to make the pet extend to other maps. Naturally, you would need to transfer the dog's movement from a common event to a local event, but since a lot of the event is already located in common events otherwise, it would not be too hard to get through it.
Oh senk you. But it's going to be an actor so yea.

Getting to work on some of your ideas, Miles Castea. Just hang tight. Also, doesn't my thing basically do what you want except not having a skill? ?_? At the pick-up thing.

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The skill won't really do anything in battle, but activate the 200 step common event through it.
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The skill won't really do anything in battle, but activate the 200 step common event through it.
Wait...nevermind. Forgot the skill, and keep the 200 step thingie.
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Here's what I got now. Test it out and... yeah. Everything works (I think) except for the battle part. I haven't tested that yet.

Like modern had pointed out, efficiency isn't my specialty.

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Hey I got it!
Can't you make the player and the dog the same sprite?

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Same sprite? But then when you change directions, it'll look funky.

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Sure, but that's the only drawback, and if you made the dog move randomly in the sprite, There is NO drawback.
It won't look funky if it's made not funky.
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Still taking event system requests?
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I suppose. :P I can't go too uber with these, btw. ABS is too much unless I use a tutorial for it, lol.

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Then make me a Bomberman evet system! :lol:
All the stuff are already in the default RTP, the crates, boxes, bombs(?), and sprites.
It's simple, really. :lol:
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Lol, okay. This actually sounds like fun. :D But, I probably won't finish this in one or two days. I'm not going to go non-stop on this. >_> I will work and will update you every now and then.

Edit: This is as far as I got. I can't find out how to make the other flames come out and how to do some other stuff... ;-; This will be hard.
« Last Edit: November 28, 2007, 11:07:30 PM by mastermoo420 »

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Screenshots please?
I'm in an awkward situation:No RM-XP or otherwise- in this PC. :lol:
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Lol. I can't really screenshot it but I'll explain what happens for now.

When the "bomb" is placed in a completely open area, it flickers and after a while it kinda explodes and puts out flames.

Problems so far:
  • When next to a wall, I can't find a way to make it so that it doesn't show flames for that direction. IE if there's a wall above the bomb, the flames don't come up there.
  • This also happens:
Code: [Select]
B = Bomb              xxFxx   
F = Flame             xxxxx
x = Space             FxBxF
                      xxxxx
                      xxFxx
The flame doesn't appear right next to the bomb; Only two spaces away.
[/li][/list]

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Hello Master Moo, I want to know if you're willing to let me take a few requests in your thread also (not right now), because I am equally board and don't want to make a new thread.

Sorry, screenshot didn't upload
« Last Edit: November 29, 2007, 03:16:01 AM by zzzdude »
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Lolk. Just like my icon shop, people can come and go for help/helping as they please. Even take the Bomberman request if you want. It's going to take me a while to figure out what's wrong :\

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Ok, thanks :D
I'll look at your system, see if I can solve the mystery...
Ok, solved.
You see, you have the first event move to the center, then right, then right again.
At the SAME TIME you have the other one move right, just 1 frame after, which of course, the first flame is there, since it takes a few frames to move over.
I added a wait until move completion thing, and it works.
Nothing happens to the players movement, but it does take longer to start the first opacity change.

As for the other problem, I think it's fine, it doesn't change much gameplay, but it does remove some FPS on older computers.
« Last Edit: November 29, 2007, 03:35:53 AM by zzzdude »
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OIC XD Very nice. Lol.

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I have an idea for you to work on, I have been thinking about this all day, and finally gave up on it.
A skill, which uses events to Attack the opponent, and then the user receives 1/2 of the damage done to the enemy, but as a positive.
Like Absorb, from pokemon games.
So, it gives the user health, which is 1/2 of the damage done to the enemy.
I think it is possible, but I haven't thought of a way yet.
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Events don't work well in battles unless you copy/pasta into each battle squad or whatever.

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A skill that calls a common event?
Yes, it's true.
But I guess you do need to get them in every troop set since it has to do with an enemy that is being attacked.
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Okay, update on the bomberman thing. I managed to put in "Wait until Move Completion" and fixed an error where the fires wouldn't show up if you placed a bomb where there was flames before. Kind of hard to explain. Anyways, here's what I've got, now. (attached)

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2 things.
A)
 The fire does not hurt a player.
2)
 The fire is always on top.
Of course, you have the structure set, now you just need to expand it to be more like the real bomberman  game (other than graphics)
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Yeah, I know. The fire doesn't hurt because I've only got the structure set up. I made the fire always be on top just because :P

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Well, I come again.
I need a puzzle, wind based, for when the player reaches the few floors before the boos, note, this is for the first dungeon.
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Ummm... That is rather vague, can you be a bit more specific?
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Are you still taking requests?

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Depends on the complexity of the problem I'm given. XD I might be only able to get so far in it before I realize I can't do it D:

Alright well is it possible to create archery if not how about dunk tank, or vehicle riding such as carts.

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Hmmm, well, projectiles I am trying to do, so i will post what i got when i finish.
As for vehicles, there are thousands of topics asking about them. It simply cannot be done without extended graphics or scripts.
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Would it be possible to get an event system where there's a horse or something on the map, and the player can walk up to it, press the action button to get on and ride around, then press something else to dismount? Oh, and upon dismount, the horse should return to its original position. 

I can't figure out how to get the player to dismount.
Attached is how I have the player mounting.

I'd be very grateful.

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Well, the problem I'd have with that is that you'd only be able to use the horse in one map. I mean, you could probably just make an item that calls a common event that'll change you into a horse rider along with move speed increase. Then to dismount you call the common event again. Here's what I have in mind:

If "Horse Riding" (a switch) is on:
  change hero into normal and make move speed normal.
  turn "Horse Riding" off
end
If "Horse Riding" is off:
  Change hero into a horse rider and make move speed faster.
  turn "Horse Riding" on
end

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wondering would you be able to whip me up to common events, one to store the players map id and x y coords. Then another that would teleport the player to that location. I would like to use these in either Item or Spell form so the player could teleport around.

2nd idea
Ive ben trying to figure out how i could change the char id whenever the player would change armor. I know this is very complex and needs extra sprites but I'll only be needing this for the body armor. Ive made a conditional branch that checks the armor the player is wearing, then changes the char id. one problem with this for some reason it wont change the actual char id till the player changes maps.

Any help with these would be greatly apreciated

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HI, I am new to RMXP and am learning the traits of it slowly. But I was just trying to test out an event where there are 2 people involved and a chest.

The event would be like

person 1 --> tell you to go to person 2
person 2 --> tell you to go to chest
chest

Now what I want is the person 2 will talk only if the char has talked to person 1 and then the chest will open only after the char has talked to person 2.

Can someone please help me. 
« Last Edit: August 22, 2008, 11:12:36 AM by jalpanthaky »

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HI, I am new to RMXP and am learning the traits of it slowly. But I was just trying to test out an event where there are 2 people involved and a chest.

The event would be like

person 1 --> tell you to go to person 2
person 2 --> tell you to go to chest
chest

Now what I want is the person 2 will talk only if the char has talked to person 1 and then the chest will open only after the char has talked to person 2.

Can someone please help me. 

Open the event page for person 1, below where you have the text "go to person 2" (or whatever it is), create a new event, and find "control switches" on the first page of events, click on the dropdown menu (its an arrow next to a "0001"), click the "0001" switch, rename it if you like, and make sure "operation" is set to "on", click ok.
It should now have a event that says something like "Control switches: [001] = ON". Now, create a new page for person 1, its a big button near the top of the event window. It says "new event page", click it. You should now have 2 event pages, click the second one (the one you just made), and if you want it to still have a character graphic, set one. Now, on that page above the "graphic" selection box, you should see "Conditions" and under that, a un-checked check box. Check one of them (theres 2), then click the dropdown (its a arrow), and select "0001" or whatever you named the switch. Now, when you talk to that person again, it won't keep saying  it over and over.

Now, open the event page for person 2. Make a second event page like you did before, leave the first page blank. Remember to set a graphic for the second page, otherwise when you talk to person 1 and that turns on the switch, person 2 will disappear. Now, do the same as before. Under "conditions" check "switch". Find the same switch (0001 or whatever you named it). Put whatever text you want person 2 to say after you talk to person 1 here. NOW, create a event on this page (second event page), and find "control switches" again. This time, turn on "0002" or whatever you decide to name it, this will turn ON the chest. When this switch is on, create a third event page for person 2, and under conditions, select the switch you just made (0002). Now, for the chest. Have the first event page blank, except for the graphic of the chest. Create a new event page, under conditions, choose 0002 (or whatever you named it). Now enter whatever you want people to find in the chest on this page.

If you want the chest to only give you stuff once, then after finishing everything above, create a new event on the second event page for the chest, find "control self switch", which is right under "control switch". Now all you have to do is make a third event page, leave it blank, set a graphic for the chest (choose the graphic of the open chest, so it wont close and not give you the stuff), and under conditions, under "switch", find "self switch". Check it, and select A, or whatever self switch you enabled on the page before.


There.. That's it, if you did it right, it should do this:
You talk to person 1, person 1 tells you to talk to person 2, person 2 tells you to open the chest, you open the chest, get the stuff, and the chest now looks opened. You cant talk to either people anymore, or get the stuff from the chest again.


I hope I helped, and wasn't too confusing..

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hey in my game i need to be able to have my guy pull 4 switches before a door opens...i know u can do it with 2 but idk how to do it with 4 could u help me out? Thx

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Use a variable. Whenever you pull a switch, add 1 to the variable. Then have the check as if variable == 4

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Also turn on a Local Variable for each so you make sure you can't turn on the same switch twice or more.

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thx great help guys

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not trying to be a noob but is there any way you could make a quest where you have to kill 10 goblins and everytime u kill one it changes from 1/10 Goblins Killed to 2/10 Goblins Killed???

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1) Please edit your post in the future.
2) It's kinda hard to do this unless you're using an ABS. "Kinda hard" as in "it seems hard, I haven't tried it, nor do I want to think about how to do it at the moment since it's 11 PM."

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Hmmm, well, projectiles I am trying to do, so i will post what i got when i finish.
As for vehicles, there are thousands of topics asking about them. It simply cannot be done without extended graphics or scripts.

Vehicles, as in an airship? I can see it requiring extra graphics, but why does it need scripts?

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hey idk if this would be a event or script but im just gonna ask...is there any way to make moer than 4 choices in the choices branch

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>Choices
>>1_a;lksjdfasjd;lfkj
>>2_asl;dkfja;lskdjf;laksjdf
>>3_a;lskdjfa;lksjdf;alksjdf
>>4_More Choices
>>Choices
>>>1_;alksjdf;laksjdf
>>>2_a;slkdjfa;lksjdf;alksjd
>>>3_aa;lskdjf;ajsd;f
>>>4_More Choices
>>>Choices
>>>>1_a;lskdjf;alskdf
>>>>2_a;lksjdf;alkjsd;kfj
>>>>3_;alksjdf;lkajs;dlkfja;slkdfj
>>>>4_You get the point.

So yeah. You could do it with events. If you wanted something like

Choices
>1_asd;lfkjasdf
>2_a;slkdfja;sdkjf
>3_al;skdjfa;lskdjf
>4_;alksjdf;lakjsdf
>5_a;skldjf;alksdjf
>6_a;skdjf;alksdjf
>7_a;sldkjfa;lskdjf
>8_;alksjdf;lakjsd;flkj

then you need a script. I know there's one for something like that but it stops at around 8 i think.

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If you are still bored I have some event requests.

Making the png files into usefull events that work smoothly :D.
If you want to do this would be great! and very much appreciated. I tried this myself but I lack the skills to make it work. Everytime when I try it only the first row works and I change graphic it doenst look nice. Modern algebra told me its all about timing and framerate but I can't get it to work so could you post the exact settings/events to be used with these please?
 
Spoiler for:
Spoiler for:
Spoiler for:
Spoiler for:
Spoiler for:
Spoiler for:
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Spoiler for:

THX  VERY MUCH!

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Just make a movement event command for any of them. Just figure out what order the animation goes in and then in the movement event commands, just use a series of change graphics and wait commands. Example for your first sheet (the tree one and the 2nd row down)::

(first set the event graphic as the first graphic far left, 2nd row down [the empty rabit hole])
Movecommand::
wait command>4 frames
change graphic> (choose the graphic to the right of what it is now)
wait command>4 frames
change graphic> (choose the graphic to the right of what it is now)
wait command>4 frames
change graphic> (choose the graphic to the right of what it is now)
wait command>4 frames
change graphic> (choose the original graphic this started with)

you're done.

These aren't continuous animations so they shouldn't be on parallel process unless you intend to have them run once then stop, or unless you run it then have it wait for some time then run again. These are best used for cutscenes only since it's impossible to have a character interact with these correctly since technically these are all only 1 tile big (the event size).

To do this to more of them, like your second page, then you just need to use more change graphic event commands inside of the movement event command. It looks like the hangman page would be the entire page. So you'd use 15 change graphics at least for that one. It's up to you to decide how many wait frames looks nice.

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OF every thing i know how to do on RMXP, i cannot figure out how to make moving platforms you can stand on to ride. not just have them move, but actually get on to ride to its destination. i dont want a script i need this done with events.... some one please help me! (this is the only thing holding up my game making fun....)

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Ok, I need a couple of event systems:

1. Final Fantasy Tactics Advance style Beastmaster and Hunter classes
2: Skills with AP (So like, a character will already know all of their skills, but their unusable. You can assign a skill to learn AP for, and when the AP requirtment is met the skill is useable or learned, or whatever.)
Current Project:
Altaria: Deus ex Machina (in progress)

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OF every thing i know how to do on RMXP, i cannot figure out how to make moving platforms you can stand on to ride. not just have them move, but actually get on to ride to its destination. i dont want a script i need this done with events.... some one please help me! (this is the only thing holding up my game making fun....)

That's not too too difficult, though there is some trickery required. The easiest way I know of is once the actor gets on to the platform and move the platform and actor at the same time but with actor move animation turned off.

There might need to be some playing around with that concept, but that's the concept at least.

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Also, to tack on to what MA said, it depends on what kind of platform you're jumpin onto. If it's something crazy like a carpet or something else you'll probably need some graphic for it while your player is not on it and depending on what you want your character to look like while s/he's on it then a graphic for when your player is on the panel too. Like MA said, just some playing around.

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Howdy y'all!  ::)
Sorry just always wanted to type that....Anyway, I'm trying to make a puzzle thingy with 1 door and 6 switches, only 2 of the switches have to be stepped on for the door to open, you go up to the door and if the wrong ones are stepped on, a mini boss battle occurs...Else right ones are stepped on and it transfers you.
 But this is beginning to cheese me off, i mean i am one test run away from ripping out my hair!

 Problems im having with this are: more than 2 switches can be stepped on before you go to the door, resetting the switches as if they were never stepped on after the battle.
 
There are a few more issues i think, but i cant concentrate right now. So if anyone has any suggestions, im all ears...in a manner of speaking. ;D
 

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here it is.hipe this helps: (just open it, and see how i've done it.)

http://www.megaupload.com/?d=5MIOSP4S
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Thanks, yeah that helps out a lot!

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cool.any question just ask it. That's the easier way to do it i think. Variables can be confusing to new ppl on the program =)

good luck
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not trying to be a noob but is there any way you could make a quest where you have to kill 10 goblins and everytime u kill one it changes from 1/10 Goblins Killed to 2/10 Goblins Killed???

There is a good tutorial on youtube for that. Well, at least it looks like it. It is a quest where you need to gather muushrooms, not goblins. But I guess it works the same way. The tutorial is from WillowSidHe. It is called 'Mushroom Gathering Tutorial'. Just make a veriable increasement after each goblin that is killed. Like:
>Start the battle
>Conditional branch: Switch 'quest started' = on
  >Variable 'Goblins killed or something' += 1
>end

And make the guy that gives you the quest:

-first page-
>Message box: Kill 10 goblins for me.
>Variable 'Goblins killed or something' == 0
>Switch 'quest started' is on


-Second page (if switch 'quest started' == on)-
>Conditional Branch: if variable 'Goblins kiled or something' >= 10
  >Message box: You killed them all!
  >Give reqard
  >Switch 'quest completed' = on
>else
  >Message box: You killed \v[number of variable 'Goblins killed or something'] goblins.
  >Message box: That isn't enough
>end


-Third page (if switch 'quest started' == on AND if switch 'quest completed' == on)-
>Message box: Thank you for killing the goblins!

But, I think the tutorial on youtube is way more clear.

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Can you make me a jump system, please?
...and if it's not too much trouble, maybe you could make an item/money storage-and-retrieval one.
"Maybe your imagination just smells like popcorn."

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Search our forum for a jump system, there's like 2 around here. Same with money storage. You can't make an item storage event system. (Theoretically you could, but it's so god damn complex that you can't just build it and expect an easy share.)

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Okay...on the storage systems, you're right. The jump systems, however, the download links to the coding seem to lead to 404s.
"Maybe your imagination just smells like popcorn."

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wah
I can work on it. I'll try and make one that's decent. Like everything I make, it's going to probably work but be horribly inefficient. That sometimes leads to it not working, though, lol. Just wait a bit.

EDIT: Wait, RMVX, or RMXP? It's the same thing for eventing, but you might not have one of the programs so you might not be able to open it up if I did it in one.

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RMXP. Sorry for the confusion. If it doesn't work, I'll tell you. Don't worry, I trust you!
"Maybe your imagination just smells like popcorn."

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Is it possible to make a system that creates an event in front of the player automaticlly, unless there is something in the way? Like a Fire Making system.

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What? Just call an event in front of the player. Track the player's position via variables, then move an event in front of the player by using those variables +1 to where the player is facing. What do you mean by firemaking system? Like making a fire anywhere on the map at anytime?

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What do you mean by firemaking system? Like making a fire anywhere on the map at anytime?

Yea, that's exactly what I mean

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Bumpedibumpbump!

I really need this. At least tell me like if I need a script or something for it.

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grafikal told you how to do it though. You can set an event position by variables, so whenever you want the fire to be made, all you have to do is use Control Variable and get the X and Y position of the player. Add or subtract one from whichever of those variables depending on direction. Then use the Set Event Position to call the event to that location.

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Here's a fire making system. It's not all that plug-and-play, but it should give you something you can expand upon and polish. You can light a fire anywhere you can walk, as well as campfires. To light a fire, press Z. You have to go up to your fire and put it out before you can light a new one. Your objective in the demo is to light the correct campfire in three different rooms. If you light the right fire, you move on. If you're wrong, you start over.

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Well,  guess it would work. *sigh* I'll try to explain even better. I have a item just called "wood" and for as long as the player have that item in possesion, he/she will be able to make a fire anywhere and how many as he/she want. But I guess that isn't possible. The ideal would be to make one event and then have it copied.

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You could make it so it switches between a bunch of different events. That would be extremely complicated, though, and would probably lead to a lot of event lag.

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Well,  guess it would work. *sigh* I'll try to explain even better. I have a item just called "wood" and for as long as the player have that item in possesion, he/she will be able to make a fire anywhere and how many as he/she want. But I guess that isn't possible. The ideal would be to make one event and then have it copied.

what?

how long does the 'wood' last? Because all you need to do is A: What MJustin and like everyone else told you to do, and B: Include a variable to track how many times you've used the 'wood' to make fires and when that variable reaches a specific number, have all the wood from your inventory removed, or remove 1 wood or something. Easy.

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If you want to make an infinite number of events with fire wherever you want to and whenever, it's really inefficient as you're going to need tons of events everywhere.

I feel bad for never getting back to that guy on the Jump System because I rarely look at these boards... >_>

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well, i think this is what you where looking for stripe...Just take a look...

"fle attached"
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That will work. Thank you! :D

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<Dongeon-RPG Event system>



Summary
Hello. What i want is a dongeon-RPG event system .If you do not know what a dongeon-RPG is but still want to help (That's nice O_O ) look up the features,if you aren't sure take a look at videos about azure dreams or pokemon mistery donjons. Actually i asked first in script but a memeber told me it was an event matter... it's still out of my reach :'(

Features Desired
  • Work like an A-RPG
  • Every time your character make a step or use an attack or an object it let the ennemys do same
  • If you do not move,noone will.
  • still have levels,experience and equipement
  • powers can be used with some effects (1)
  • you can have a partner following you and ai-fighting in your team
  • You can assign tactics to your partner,changing his behaviour in the donjon(1)

(1)=If it's really too hard i can do without

Mockups


Games its been in
  • Azure dreams
  • Pokemon mystery dongeon serie

Infinites thanks for the one who may help me on this one.

mystery dongeon video :
http://www.youtube.com/watch?v=ktRkDTe9RcM&feature=related

I hope i'm not necroposting since the post is sticky... i don't know... well tell me ;)

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I've watched the video and I've read your other post. I really think most if not all can be done with Eventing. At the same time, it could be done with scripts. But in my opinion, I believe the person, at least in the video, did both. Alot of that isn't hard if you know what you're doing. You have to be creative in the way you do things. The game from the video is just that, a game. Some one worked hard and long on it, and most likely it isn't some thing you can copy and paste. You'd have to take one thing at a time and really have a direction for where you're going. Which is why the game in the video works as while as it does. But again, I've seen alot of those things done by eventing. Take the mini map for instance, that is actually here on this site. Or at least something like it. The menus could be make using eventing, and called by common events. Again something you can do and search for here on this site. The battleing can easly be done with scrpiting (if you know what you're doing) and events. Though Eventing that could cause alot of lag. The two ABS scripts given to you on the other post are two really good scripts, check them. The same RPG elements can still be applyed. I hope I helped somewhat, I mean the game in the video took alot of time and work.  :)

**EDIT**
Also, taking a look at what you have listed
Quote
Features Desired
These can al be doen using Eventing. Easy.   :D
Maybe you should try to request little things. So people can help you with them. That way no one s over whelmed over anything...haha.
« Last Edit: July 21, 2010, 01:31:32 PM by Kidfox70 »
I don't say bless you when people sneeze, cause i'm not God. Blessing people is his job. Lolo?

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well for the fight itself ok even i can do it trough events the big problem is about it behaving like a dongeon RPG (turn based, each step take a turn and all that :/ )

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Nope, you can do it by events. Make it, if you walk/step, switch(something) on, then it is the enemy turn, and he does hi action(you edit his movment, etc), then after that, switch off, and it ur turn, and so on. I've done already a battle system like that, turn based.

http://www.megaupload.com/?d=AVQ1D0QH

That's pretty much what you need thought, but with different actions.
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Kidfox70. It happens.
I'm not even kidding. I was just about to post how to do this with Events....But you beat me to it...Jerk...jk. Haha, good job. Anything else, just ask, we'll try and help! :)

***EDIT***

After playing your demo...I wonder if he was talking about the game play like in the video he showed. As in you take a step, the NCP takes a step.

Quote
(turn based, each step take a turn and all that :/ )

« Last Edit: July 23, 2010, 09:44:40 AM by Kidfox70 »
I don't say bless you when people sneeze, cause i'm not God. Blessing people is his job. Lolo?

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You're right If you wanna help me please do. he kinda got it wrong :P (thanks anyway dude ^^ )

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Kidfox70. It happens.
Ok, so I've made a Tutorial for you. You can Copy and Paste it into your game, no problem. You can do alot with what I gave you. It's always up to you. It's very basic, but has alot of good thought behind it. I've add a written Tutorial for you that Explains everything and gives some Suggestions. And I've also added a Comment or two into every Event so you will know what eveything is and how it works and why it works. I think you should play the Tutorial first to see some things I've done and if it's what you want. If it is, then great, read what I have written. Haha. I hope you like and it's easy to understand. If you need help or if anything isn't working, tell me, I'll fix it! Haha.  :)
« Last Edit: July 24, 2010, 10:53:24 AM by Kidfox70 »
I don't say bless you when people sneeze, cause i'm not God. Blessing people is his job. Lolo?

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Well that's not exactly the sistem since i more imagined battles to be on the field and not in a battle sistem but that's really cool ^^ i will use it as a start and fix the monsters deplacements and try to add an a-rpg sistem fitting to the same turn sistems as the walking sistem but with that i think i'll understand how to do it by digging into what you made me ;) see you in a week when i surrendered XD

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Haha, Well I'm glad it helped. And I'm sorry I didn't get a grasp of what you wanted. I hope it all works out and always ask if you ned something else. Good luck! Haha, see you in a week!  ;D

***EDIT***

Actually I know what you mean. I understand what you want. Though I can't deliver exactly what you want. I have made a new Verison of my Demo. You should check it out. It is a very simple System, but it is something you can build on. Add what you really want which is the extra RPG stuff. I've also up dated the Written Tutioral on it to Explain what I did. Again, there is some good therory in there, despite the weakness of the systems. I hope this helps! :)
« Last Edit: July 25, 2010, 04:09:09 PM by Kidfox70 »
I don't say bless you when people sneeze, cause i'm not God. Blessing people is his job. Lolo?

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Actually, i got pretty much what you wanted. I didn't gave you the demo of it. I gave you something with the event system you could use to do it. And, redfox, that's not even close to it. :s

And i would be able to do it, i'll post an example of it, and if you want it, you do the rest yourself.
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Ok i finally got the event, on another topic, thanks :) sorry for the trouble.

this place still doing requests? cause I need an equipment event thing-o and I suck at variables and this requires variable.

I have an Accessory 'Chakra Band' and I want it to when a character is equiped with it they will gain, +2 HP for every step they take on the field.


it dont sound like much, but I cant seem to figure it out, every time I have tried it, the character regains full HP even when I have the event set to gain +2 HP. thank you much and credit will be given ^^)
« Last Edit: August 14, 2010, 03:05:52 AM by Cedricsawall2 »
Now Your nightmare comes to life.

[RMXP] CRYSTaL KNigHTS: The First Dawn - 20%
[RMXP] White Ruins - 10 %

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Kidfox70. It happens.
If you got this request filled, such as you're other topic. You should Edit your post saying so. That way people don't try and make it for yea. :D
I don't say bless you when people sneeze, cause i'm not God. Blessing people is his job. Lolo?

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Mining Event System? the thread seems to have disappeared.


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Doesn't matter, created my own.


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Is this forum still open? If so, I have a request. It's pretty difficult though, so there may not be a solution...

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What might that be?
I don't say bless you when people sneeze, cause i'm not God. Blessing people is his job. Lolo?

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Hey Sexy Girlfriend!!!
Pardon me, good sir and/or madam, but is anyone still taking requests?
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I might. I'm okay with events.

Spoiler for:
Whatcha buyin?
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Hey Sexy Girlfriend!!!
Ok kewl. I got 3 events I need help with, if you can.

1.) Different Currency Type Event (currency for casinos, guilds, etc.)
2.) Fable 3 Achievement Event System (description below)
3.) Advanced Dialogue Event System (I posted this in the same subforum)

2.)(Description): I thought of this idea last night. When you complete an achievement, a treasure chest unlocks in an area just for achievement rewards. I wanted to create a tomb filled with these (as well as locked doors that unlock when all achievements in that cell are achieved).

And also, as a side note (and not being impatient or pushy), but I do need a demo for the Bulletin Board Event post. Whenever that can be accomplished would be phenomenal.

Thanks Lord Stark!
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#1
First, make a variable that your currency is going to be stored in. I named mine currency, but you can name it what'ev.
Spoiler for:

Now we make a dummy item. Name it the name of your currency. That way, when an enemy drops it, it'll say "Received X". I used Boonbucks in this one, again, name it what'ev.
Spoiler for:

Now we make a Common Event that detects if the player has any Boonbucks in their inventory and removes it, and puts it into the variable.
Spoiler for:

Now the player will receive it, but it won't be in their inventory.
Then just use this "\V[n]" and you can display the amount of your currency they have.

You can also make items for different amounts.
Spoiler for:

Then remove them, and add the corresponding amount of points to the variable.
Spoiler for:




I'll see what I can do with the others as well.
« Last Edit: July 22, 2013, 07:15:45 AM by Lord Stark »
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For the chests, you could just turn a specific switch on after completing each "achievement". Make the chest unopenable until the corresponding switch is on.

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Hey Sexy Girlfriend!!!
I have another Event Request for RMXP, if possible. I want to know how to create a respawn/battle system like Dragon Quest on the PS2, where the battle system is basically like the default, but the monsters roam around on the field so you can see them visually.
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Can I request a easy 4 digit password code event?

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That's an easy enough one, I can get that for you; same style as how Lord Stark explained it.



1. Create a common event, name it whatever you would like. For easy reference, I called it code input.

2. Create a new command -> Input Number. Select and name the variable you want the value stored in. I named it the same as the event. Specify 4 digits.

3. Create a new command underneath that; Conditional Branch. The option you'll want is under tab 1, second radio button choice. Select your variable, and select the conditions you would like. Most people that need this type of thing, use it to check if the user has figured out a puzzle, or something of the sort. For ease of example, I put in if "variable 001:code input is equal to 1234"; you can 'set handling when conditions do not apply' if you would like, such as if you want to display an error message if the code is wrong.

4. This depends on what you want to activate when the code is correct, but the easiest way is to create a new command in the conditional branch, under the part for when the conditions are true. Simple create a new "control switches" command, and set it to turn a switch of your choice ON.

4a. Optional: If you have set an 'else' option, specify whatever you would like for it to say, usually in a "Text" command, but there are many other options.

5. Whenever you need to use this code, call it from within an event on the map.

NOTE: You do NOT have to create this as a common event; you can create it as a one time map event as well. Making it as a common event allows you to call it whenever you want, and with some minor modifications to the code used, you can make it a dynamic system, rather than a static one that only compares against one set variable value.


EDIT: I created a quick demo for you as well, with a few extra touches to it. Should be pretty self explanatory.

https://dl.dropboxusercontent.com/u/25886192/Project1.exe
« Last Edit: July 23, 2014, 03:05:20 AM by PhoenixFire »
Download http://a.tumblr.com/tumblr_lm5v281q6E1qde50fo1.mp3

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 :V Thanks! Very great help!

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:V Thanks! Very great help!

Edit: And thanks for the example! It saved me quite some time :)

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No worries, glad to help. If you need to do more complex systems, let me know. I can whip up events easy enough :)
Download http://a.tumblr.com/tumblr_lm5v281q6E1qde50fo1.mp3

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RMRK Junior
It would be of great help if you could make a puzzle with a treasure at the end. zelda style. Im making a short-game with the Project zelda engine.  :) :) :)

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Level 72
~Few people understand the beauty of the night~
2014 Best Topic
I can try, but I need more details about it.
Download http://a.tumblr.com/tumblr_lm5v281q6E1qde50fo1.mp3

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Rep:
Level 96
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GIAW 14: 2nd Place (Hard Mode)2013 Zero to Hero2013 Biggest Drama WhoreParticipant - GIAW 11Secret Santa 2013 ParticipantFor taking arms in the name of your breakfast.
I liked you're idea for the puzzle with an reward so I planned out this even system.

If you use it in an comercal game please credit me as KillTheJews.org also I would apreciate it if you removed all the blacks from you're game.



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Rep: +0/-0Level 36
RMRK Junior

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Rep:
Level 72
~Few people understand the beauty of the night~
2014 Best Topic
Download http://a.tumblr.com/tumblr_lm5v281q6E1qde50fo1.mp3

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Rep:
Level 96
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GIAW 14: 2nd Place (Hard Mode)2013 Zero to Hero2013 Biggest Drama WhoreParticipant - GIAW 11Secret Santa 2013 ParticipantFor taking arms in the name of your breakfast.
My puzzle?
If you use my puzzle, please credit me as Killthejews.org.
I would also appreciate if you removed all the black people from your game as they offend me. Thank you.

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Rep: +0/-0Level 36
RMRK Junior
Do you want more info?
Room 1:
How about a red, blue, green, purple combination in the first room? Here you have to push statues over the matching tiles. and when all four are in place the door opens and you enter room two.

Room 2:
Here you can have 4 switches that the hero must activate, and they have a time limit before they deactivates. All four must be activated before room 3 opens.

Room 3:
A little mace, that changes a bit, depending on wich switch you have chosen to activate before entering the maze. 4 switches, and only one opens the way out.

How about it?
Think you can do it?
:) Much appreciated!

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Rep: +0/-0Level 36
RMRK Junior
 PhoenixFire :) Check out project Zelda engine for rmxp. Think you can do it?

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Rep:
Level 72
~Few people understand the beauty of the night~
2014 Best Topic
PhoenixFire :) Check out project Zelda engine for rmxp. Think you can do it?

Do what exactly? Pick up all the pieces scattered all over and finish it? Or was there something specific? That project has had a really long and rocky history of abandonment, poor communication between team members, and general chaos. Do I think I could do it? Maybe. Do I want to? Ehhhhh..... Not so sure about that. I mean, for starters, I don't even know what needs to be done or has been worked on..
Download http://a.tumblr.com/tumblr_lm5v281q6E1qde50fo1.mp3