[XP] Taking Event System Requests!

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TAKING EVENT SYSTEM REQUESTS
[/glow][/size]
Both I (Demonic Blade for those who haven't realized yet) and Ceegamus will take various event system
requests! Do request ANYTHING and we will let you know if we could do it!

Event System Requests so far: 1
Event System Requests Completed: 1 (100%)

Attached is a demo for every event system you've requested and we've completed.
« Last Edit: February 23, 2014, 04:13:16 PM by modern algebra »
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

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Can you make something like:

If "item" used, change location to map1,x,y

I can find how to do it if I assign a key to do it, but if I do autorun or something, it will crash the game.

Can you do something like this?

Thanks

- Caesis

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Sure, and I would recommend you use parralel process, since it usualy (always, actually) works.

I'll get on it, it's not too hard. You want a demo?
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

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No thanks. I think I figure out how to do it but ...

How can I make it so "item used" triggers it, not "item in invintory" or "item equiped"

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You don't need all that stuff such as "in inventory". You need a common event (no trigger), 3 variables, and an item!

Demo attached!
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

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Yeah... about that.....
Demonic, if you want (and if anyone ever requests...), I could try helping you out with this.

I can't sprite or produce other resources worth crap, but I am starting to get good with Eventing.
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Sure! I'll edit the first post (or maybe make a new topic all together. People seem to like ignoring me :P)
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

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Yeah... about that.....
If you want, I could send you a game with a bunch of demos I've made for my various games.
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Sure, I could upload 'em all up. And some of my own stuff as well (I won't upload everything)

Now, back to the topic... ANY REQUESTS?
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

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Yeah... about that.....
Bunch of different demos in one game.
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Nice. Will take a look and put 'em up.
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

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Yeah... about that.....
M'kay.  Lemme know if I screwed something up.

That happens to me a lot when I transfer stuff between games.
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Something that you might want to try to fix is exiting the album. Apart from that, I see no bugs in it ;)
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

***
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Yeah... about that.....
I don't seem to have a problem with the album...

Oh, shit!  I just realized I never said how to use the album!

Lemme fix that.
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So it already IS possible to exit? Ah, well, good idea to get that written down.  I will download the new one then.
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

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Yeah... about that.....
Yeah, and there's three different pages of pictures.  I added the text to what was already there.

L & R (Q &W by default) switch the pages left and right respectively, and hitting (I believe) A (Z by default) will exit.
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I think that X would be easier to remember though (that would be Esc). If you just did so that you cannot enter the menu when viewing it, that should work.
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

***
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Yeah... about that.....
I'll look into it when I get my laptop back.  I'm on my dad's right now.
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You don't need all that stuff such as "in inventory". You need a common event (no trigger), 3 variables, and an item!

Demo attached!
Thanks alot. I modified it so it will teleport you to a location, and then teleport you back to where you were before you teleported =)

(I'm making a house system :D)

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Umm

I need an evented time of day.

like "fade when it gets dark"
Automaticly or by called event.

My attemps keep crashing the game >.>

Thanks alot
- Caesis

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Yeah... about that.....
In order to make a day night system, just have a common event that changed the screen color tone.  I tried (-136,-136,-136,0), @60.   Just call it when you want the day to turn to night.  To switch back, have a second common event that changes the screen to 0 again @60 frames.

Working on a demo.

EDIT: Try this.
« Last Edit: June 01, 2008, 11:34:59 AM by ceegamus »
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I tried a day and night with loops and conditional branches with no good result. I'll try this out inna sec.

Thanks
- Caesis

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nice, I never understand why people want day/night systems so advanced, when you can make it this simple.

However, I think one common event would be enough, and I don't think you'd need switches, but that's your choice ;)
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

***
Rep:
Level 85
Yeah... about that.....
Well, most people want day and night systems that they don't have to think about.  You set what time the game starts, and then just get to basically forget about it.

With this type, you have to do a lot more input.

Yeah, there was prolly a better way to do it, but I have RMXP installed onto a jump drive and was doing it on someone else's computer, so I was trying to hurry up and get it done.
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here is something but i dont know or it is possible with event systems only:
http://rmrk.net/index.php/topic,28600.0.html
hope you know a way:P

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Heya! I thought i was pretty advanced with eventing, however i seem to be stumped and want to know if you can help.

I am looking for a great teleport system, say from Map a to Map b. Usually i would to it like this :


@> Conditional Branch: Player is facing [Down]
@> Transfer player [Map B]
@>
: Else
@>
: Branch End
@>

However, it's a little buggy, let's say i used the example above:
If i was to walk onto the event while facing down, it would transfer me to Map B
However, if i walk onto the event facing left or right it would do nothing, yet if i walk onto the event facing left or right
and THEN turned down, it would still not teleport me.

The reason i used a conditional branch normally is so when i teleport a player to another map, if i make it so it's ontop of another event, it doesn't transfer it back to the first map and vice versa. I want to know if you have or can make a system that i need without that type of bug

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@ DJIlLuZiOnIsT: It's been a few months so you might've figured this out already, but there might be other peope who have the same problem so I'll let you know anyway.

Change the condition to "The Down button is being pressed." That way it'll transfer the character even if they're already on the event. Also, you can uncheck the box that says "Set handling when conditions do not apply," since you're not using the "else" branch.

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I would love to help you out.  I am horrible at spriting, but am growing to be good at eventing.

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Okay so I've been trying to figure this out for a while now.

1) I want to have an NPC randomly walking around, then 2) when you talk to them they stop walking any carry out all the text stuff I evented before moving again.

I can get 1) working and I can get the text part of 2) working. So currently as you talk to the NPC the speech happens but they just keep on walking. *sigh*  :(

I need help linking them. Preferably something that doesn't involve adding in a wait time. Because if you fly through the speech then the NPC is left standing there for X amount of time. Otherwise if the player is too slow then the NPC will start moving before they finish reading the text.

Here are links to images of what I've already evented.

MAP) http://img31.imageshack.us/img31/1097/41023484.png
1) http://img193.imageshack.us/img193/1571/88223801.png
2) http://img14.imageshack.us/img14/98/76724545.png

I'd really appreciate any help I can get on this because I can then use the same method for various NPC's throughout the rest of my game. :lol:

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Don't set a move command ._. 

Have you ever thought to use Autonomous Movements??? There's a random setting.................... Change "Fixed" to "Random" and modify the speed and frequency if you even want to. Problem solved.

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wow thanks. now it works just fine.

i've only been using RMXP since monday. :P

So actually i have another problem now.

When my character walks in to town i want the town name to appear in text. Now I do have that working but, because i've had to use a switch to stop the text from constantly repeating if i leave the town and re-enter it the text doesn't come up again.

I thought I had it figured out before by adding the 'Erase Event' command in because whenever i left the map with the text on and re-entered it the text would play. Unfortunately this also occured when i left houses.  :(

I'm open to any ideas.

If you see anyone using Stand_Still as their user name then tell me. This is my logo that I created in 2006. Mine you tell me, mine. (c) 2006

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Sooo, you want the map name to appear when you enter a main area, but not when you are already in that area and enter from a 'sub-area' like a house within the zone?

If you want to do it the way you asked then::

>Create a Switch for your map. I don't know, we'll call it 'Switch:Map001'.
>Now go to your Transfer Event commands that lead into the map you want the name to appear on. (For instance if you leave a forest to enter this town, then go to your transfer events in the forest map that lead to this town map) But don't go to the ones from the houses into the town map.
>In those Transfer Events, include (somewhere below the Transfer Event Command), 'Turn Switch:Map001 ON'.
>(Ok breather:: This means now, that the transfer events that lead from an area into your town map will all turn on the switch we created so that when we enter the town, Switch:Map001 will be on.)
>No go to your town map and create a new event on it anywhere.
>Make this event an Auto Run or Parallel Process.
>In the top left check on if there's a switch that needs to be on to work. Check it and select your 'Switch:Map001'.
>(Breather:: This means that upon entering this map, this event will only be activated if Switch:Map001 is on and then automatically performs some event commands)
>Ok now in the event commands, make a Text Event Command and write the name of your map or whatever.
>(Quicky:: If you want the player to press a button to make the text box go away, then skip this next step, if not, then read it)
>At the end of your message inside of the Text Event Command, type " \.\.\.\.\.\.\.\.\.\^ " (Yes that looks weird) " \. " means that after the message appears, it'll freeze for a fraction of a second (since there are more than one, it'll freeze for like a second or two. You can experiment with how many of \. you need) The " \^ " at the end of a text command means that the message will automatically close itself without user input. You only need one of those.
>Ok now that you have the Text Event Command in there, create another Switch Event Command. In this event command, "Turn Switch:Map001 OFF".

Ok done.

Those are the only two event commands you need in that parallel process event. It'll play your message then turn the switch that turned it on, to off. Since the switch is off now, then the event won't process anymore until the switch is turned back on. Now if you don't want your houses and whatever to play the message when you enter a town, then make sure that you don't include the "Turn Switch:Map001 ON" in any of the transfer events from the house to the town map.

Also, to do this on another map, you'll have to again create a new parallel process or auto run event with the same conditions but with a different text box message. (You can reuse the same switch)

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woot! you're awesome grafikal009

The switch works perfectly. that's the important thing  :lol:

I have been trying to implement that " \.\.\.\.\.\.\.\.\.\^ " text command. but i've tried insterting it like a thousand ways and all it ends up doing is displaying in the text message. so the player has to hit the action button to get rid of the text anyway.

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That might just be a VX thing then. I wasn't sure if it would work with XP, guess not. lol.

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lol

i thought it might have been something like that

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Well, yeah, XP doesn't display letter-by-letter, it displays it all at once, so those codes aren't included. If you had a message system, you could do that sort of stuff though.

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lol, I'm back again. But it's not for me this time it's for my brothers.

Anyway they want to have a dungeon that appears pitch black on the screen but as they walk around they have like a spot light following them that will reveal the dungeon around them.

Kind of like some of the really old adventure games.

I've managed to make a spot light image on screen by following this tutorial: (http://www.hbgames.org/forums/viewtopic.php?f=48&t=21314) However it you make the screen pitch black all you see is the spot light running around.

Is it possible to do this through eventing or is this a scripting thing???

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you just see the spot light because the image is overlaid ontop of the pitch black. It doesn't actually illuminate anything. so you can't have it fully black, neither will that tutorial help you make a light. You'll have to make a full sized image that's black and then put a transparent circle or whatever shape into the middle where your character would be at and have it locked on the character's x and y values using variables.

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Yah! thanks again grafikal009. You're aces.  ;D

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How do I assign variables to enemies? (Look at my topic for more details)
The biggest mistake of RMRK since 2009...
~Darkblast

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Link your topic?

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You can set variables for the aspects of an enemy, but without the aid of some scripting, you can't actually set an enemy as a variable. I know what you're trying to do, and it's difficult. I had a hard time in VX doing it. Modern Algebra and Falcon helped me out with the small scripting tidbits that could be used inside conditional branches to check who you're targeting. Your best bet is to find a Steal script for this type of thing.

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Sorry for not replying, my Internet was out for a while there.

So where could I find this script? Keep in mind that I also plan to use this variable-assigning thing for other skills as well. It might not be just for stealing.

Oh, and I don't want to set an enemy as a variable, I want to give that enemy a variable. Are these one in the same? I'm new to RMXP coding, I have more of a GML mindset if you read me.
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Yeah, it basically means the same thing here.

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Aha. So were are these scripts again? I've heard their really helpful to your projects, but I can't find any of them!  :(

EDIT: Also, 1 second in the game = 30 frames, right?
« Last Edit: July 31, 2009, 12:46:12 AM by darkblast »
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I'm looking for a event system for a skill (common event through skill though other things may be involved), for a skill I call mimic, which will have two functions, but you can do whatever one is easier.

1. Repeats the action of the actor who went before the actor with Mimic. (For example, Actor 2 uses Fire, and so when Actor 3 uses Mimic, it'll be Fire instead.)
2. Adds the skill used by the actor who went before the actor with Mimic to their skill rooster. (Like Smeargle's Sketch skill)
Current Project:
Altaria: Deus ex Machina (in progress)

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Aha. So were are these scripts again? I've heard their really helpful to your projects, but I can't find any of them!  :(

EDIT: Also, 1 second in the game = 30 frames, right?
http://rmrk.net/index.php/board,111.0.html
Here's our database for XP scripts thus far.

http://www.rpgrevolution.com/forums/?showforum=42
click on XP Scripts. There's a ton there.



Hah, wow, Miles, Look for a script or request one. Don't even try to event that. I can barely wrap my own head around all the work to mark each and every skill combination possible for that to even work. That's not plausible for an event system at all.

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Ah. Thank you. I'll check these out when I'm not so tired.

Dangit, Miles! Now I can't use a skill like that because then you'd say I copied you. :P
The biggest mistake of RMRK since 2009...
~Darkblast

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Dark, don't worry about it. If the script for my skills gets made, I'll let you use if you want. After all, I think Final Fantasy made nearly every thing it did main stream/household product.
Current Project:
Altaria: Deus ex Machina (in progress)

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Oh well. It is an excellent idea, so perhaps I'll give you credit for the skill if you want.

And I'd hate to ask any more of you, Grafikal, but what would I look for in this database of ours? About a script assigning enemies as variables or something?
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You mean a script line that checks for enemy id?
Current Project:
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Oh well. It is an excellent idea, so perhaps I'll give you credit for the skill if you want.

And I'd hate to ask any more of you, Grafikal, but what would I look for in this database of ours? About a script assigning enemies as variables or something?

I don't know, I was just letting you know where you can search for scripts. Those links are not nearly all of the places you can search though.

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So I've heard. At least I found some other cool scripts in the database! Thanks again, Grafikal, for the links. I think I'll try the other one now, and if that search proves fruitless then I'll Google it.
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I'm looking for a event system for a skill (common event through skill though other things may be involved), for a skill I call mimic, which will have two functions, but you can do whatever one is easier.

1. Repeats the action of the actor who went before the actor with Mimic. (For example, Actor 2 uses Fire, and so when Actor 3 uses Mimic, it'll be Fire instead.)
2. Adds the skill used by the actor who went before the actor with Mimic to their skill rooster. (Like Smeargle's Sketch skill)

I can do that, and it only needs 1 variable. It takes longer depending on how many skills would be available to mimic (obviously), but here goes.


1) Give all mimic-able skills a common event that sets the mimic variable to a constant. Make sure it's different for every skill.

2) Make your mimic skill. Make it do nothing except a common event, plus have it target one enemy (unless you want your targets to be random).

3) Let's say the first mimic-able skill, Fire, sets the variable to 2. Give the mimic skill a common event with a conditional branch of "variable [mimic] = 2."

4) In the true branch, put a Force Action command. Make it so Actor no. 1 uses Fire on the last target, and set it to execute now.

5) Now, put another conditional branch inside this same true branch that checks if the actor with mimic has learned the skill it just mimicked, and set it so there is no "else" branch. In the conditional branch, set it to teach the mimic character the skill, possibly with a little message or something.

6) Now add another conditional branch in the "else" branch of the first. Repeat steps 4-5 until all skills needed are mimic-able.


I haven't actually tested this, so I'm not completely sure about it, but I think it's likely to work. There are some limitations, though:

-Can only mimic skills, not other actions.
-Always mimics the last skill used in the skills you event for, even if you haven't used a skill in several battles.
-Mimicked skills still use MP. That's fixable if you just create no-MP duplicates of each skill and have mimic force their use instead.
-Must make a separate version of mimic for each character to use it because of its actor-specific commands.

There are probably other limitations too, but I'm losing my train of thought for some reason.

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Kidfox70. It happens.
If your still taking requests...i have one!
I don't say bless you when people sneeze, cause i'm not God. Blessing people is his job. Lolo?


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I have a request if your up for it. I don't think it's hard, but I can't do it.

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Just post it people, come on.

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Well I was wondering if someone could help with an improved, but easy farming system.

I wanted it so you have to water the plants once. But if it's raining when you plant it, you don't have to water it. And if it's snowing have it kill all your crops. Also have so after a limited time of not harvesting have the plant die.

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Yeah I can do this sometime. You're using XP? I'll finish it if someone else doesn't pick it up before I get to it.

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Yes I'm using XP. =]

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Kidfox70. It happens.
Hi. sorry i wanted to make sure this was still active! my request is not very simple. or it is and i'm lame. Ok so i have these rocks that i can move by walking up to them and they roll the way i'm looking. so if the rock is in my path and i walk into it and i'm walking left then the rock is going to roll left (like i pushed it!).

but i want to take this one step forward. i want to be able to control the rock completely. i want to walk up to this rock and instead of it rolling i want to press a key on the key board and the then depending on the button i press(up, down, left, right) the rock rolls that way.

I hope that this is possible, thank you if you can help!
I don't say bless you when people sneeze, cause i'm not God. Blessing people is his job. Lolo?

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So, while touching the event, you want to be able to hold a button down, and use the arrow keys to control the movement of this event for 1 space? Effectively holding 2 buttons down at some point and negating the option to control the event in the direction that your standing on. So if you're standing the left, then holding down the button and pressing Left would not work, correct?


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I'm looking for a little bit of help, I'm trying to make a book item, (that will eventually have ALOT of pages) I've done alot of what's needed, but rather than tediously require the person to flip through each page from the beggining ...

 Q: Is there a way to use the "Input Number" function, and use it to turn to the page number they input?

I've tried using labe/jump to label, and writing "\v[0005]"  (thats the variable I set to the input....) alas... it's not working... any ideas?

The only reason I want to do this is because throughout the game, the player will be filling in the blank pages, but not neccisaryly in order of the pages (1 then 2 then 3) It's more like 1, then 2, then maybe 100, then 101, then 3, then 54... etc.  but, when they go to look at it, I don't want them to have to flip through 100 blank pages....

and if possible...

Q: list for the player which pages are filled in, or at least "chapters" started/finished?

Sweet thanks

(Note: I do know that I cooooould do this in a long aurdous tedious and mindnumblingly repetative way of lots and lots of if/then/conditional branches..... but, considering there will be over 600 pages, and to make if statements for even having the page... and then jumping to label of page.... and having all of those if statements for each page.... well... thats alot of if statments...,,, *sighs*

Any help is appreciated, thanks *wave*

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So, while touching the event, you want to be able to hold a button down, and use the arrow keys to control the movement of this event for 1 space? Effectively holding 2 buttons down at some point and negating the option to control the event in the direction that your standing on. So if you're standing the left, then holding down the button and pressing Left would not work, correct?

well, it would work. (if my dream came ture) then if you go up to the rock and (select it?) and press a key then if you press a (up, left, right, down) then the rock will move that way, no matter what way your faceing. (well you have to be faceing the rock...)

Mjustin, i haven't be able to try this yet, sorry...college and all...but i'll try tonight i'm really excited, thanks!
I don't say bless you when people sneeze, cause i'm not God. Blessing people is his job. Lolo?

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I'm looking for a little bit of help, I'm trying to make a book item, (that will eventually have ALOT of pages) I've done alot of what's needed, but rather than tediously require the person to flip through each page from the beggining ...

 Q: Is there a way to use the "Input Number" function, and use it to turn to the page number they input?

I've tried using labe/jump to label, and writing "\v[0005]"  (thats the variable I set to the input....) alas... it's not working... any ideas?

The only reason I want to do this is because throughout the game, the player will be filling in the blank pages, but not neccisaryly in order of the pages (1 then 2 then 3) It's more like 1, then 2, then maybe 100, then 101, then 3, then 54... etc.  but, when they go to look at it, I don't want them to have to flip through 100 blank pages....

and if possible...

Q: list for the player which pages are filled in, or at least "chapters" started/finished?

Sweet thanks

(Note: I do know that I cooooould do this in a long aurdous tedious and mindnumblingly repetative way of lots and lots of if/then/conditional branches..... but, considering there will be over 600 pages, and to make if statements for even having the page... and then jumping to label of page.... and having all of those if statements for each page.... well... thats alot of if statments...,,, *sighs*

Any help is appreciated, thanks *wave*

The label thing with the variables doesn't work like that there. That's for messages. As for going to a page, you can do it with the input number, but there's no getting around the fact that you have to still check what number you picked. To do that you WILL have to make a conditional branch for each option. If you have 600+ pages, try shortening it by chunks of pages instead of each individual page. Like, pages 1-10, then 11-20 and so on. Then when you get to a chunk, write out a small additional event system that will be used to go from page to page. Like for instance if you skip to chunk 141-150, and you're sitting at page 141, then the additional event system would check if the player presses left or right. If right, then go to page 142. If left, then go to page 140. I think you get the point there. It would look pretty fantastic if you had pictures for each page or a book graphic to display whilst this is happening.

As for your second question, you can do that probably easier. It's look much nicer using pictures to event it instead of using messages. Display 1 background book picture, on top of that display a few chapter pictures. Have each one set to a switch, so that when you complete a chapter, you can flip a switch and that new picture (the chapter) will appear in the book, etc. I would do this for you, but you'd have to give me the images to work with. Or I could just do a super shitty representation and then you can go through and just replace the images with the same names and what not.

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I though it would be easy but it's not, but I need a trade system of spices. The idea is like on Animal Crossing wild world. You can buy turnips for a random price, and sell them for a random price. If you need to know: my prices for buying spices: 100~500 and for selling them: 0~300.

I hope this is enough information, because this is all the available information.

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So you just want to sell and buy spices at random prices. That's it?

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Yes, that's it.

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Ok, working on it now. Not too hard, a bit round-and-about, but I'll post the demo here soon.



Edit:: this became a little more difficult than anticipated. I can make it so that you can buy spices at random prices, you just can't sell them the same way. The problem, is not that you can't but rather the problem is that you can sell spices even if you don't have any. (once)

For instance, I can get it to the point where you can choose up to how many of whatever you want to be sold. So, say you have 50 spiceA in your inventory. You want to sell 60 spiceA. So you input 60 and click sell. You'll sell and gain moneys worth of 60 spices. At the same time you'll be hit with -60 SpiceA from your inventory, so now you have 0. I can make a conditional branch checking if you have any SpiceA in your inventory but you can't check how many of them you have. The cheat here, is if you had 1 SpiceA, you could sell 99 SpiceA and get -99 SpiceA which would just put you at 0. So the next time you obviously can't sell 99 since I can check if you have 1. There's no way to event around how many of something you have in your inventory. I can't assign variables to each item. Well...I could, but you don't even want to know how much work it would be if you did that. You'd have to keep up with it the entire game. So everytime ANYWHERE you pick up SpiceA, you would have to manually +1 to the variable you assigned for SpiceA and when you get to selling SpiceA's, you could subtract numbers from that variable, and check if that variable would become less than 0 at some point and prevent you, and to be honest, none of that is worth the effort. You're much better off requesting a shop script or a script that allows you to change the prices of items in shops.

Now, that's only if you must have your spices sold at random prices. If you're willing to sell them at standard prices, then instead of selling them like they're bought, you can just open a shop process with some random thing in it so you can sell things. There's no way to limit it so that you can only sell spices there though.

Also, the other bug I ran into while making it so you can buy spices at random prices is the same thing with selling them. If you end up buying or having 99 of a certain spice, you would still have the option to buy more. So if you had 95 and you bought 10 more, you'd be overcharged for 6 spices. You'd lose that gold. That would frustrate a player to no end having to keep up and do math every time they want to buy something or having to constantly double check how many things they have in their inventory.

Whenever we're able to event or track how many of an item a player has in their inventory is when we can properly make this. If you want though, I will still post the demo that I have thus far. You can buy up to 4 spices at random prices. For the 'Sell' option, I simply have it open a Shop Process so you can sell things.
« Last Edit: August 30, 2009, 01:36:02 AM by grafikal »

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You can keep track of how many of a certain item the player has with the command "Control Variables: [0001: Number] = [Item] In Inventory." Here's how I configured the event (currently for only 1 item to keep it simple):

Spoiler for:

It won't let you buy/sell if:
  • You try to buy over 99
  • You try to sell below 0
  • You don't have enough gold to buy

I can post a demo if needed.

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I take it you didn't read a damn think I posted then huh?

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Yes, I did, and my event fixes the problems you mentioned. Are you saying I'm wrong?

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Kidfox70. It happens.
a few things...first i haven't been able to try your demo mjustin, because it says i'm banned from this site, but randomly sometimes (like this one) it will let me on here. I have no idea why i would be banned i don't think i broke any rules, and if i did then no one told me and i was never aloud to fix it AND i was never given a noticed of why i was being banned(though i guess they don't have to do that, but it would be nice to know why i was being banned, i really like this forum and really wanted to be apart of it. and if they don't tell me what i did wrong then i can't fix it and if i join another forum then i will have no idea what went wrong before and will be bound to repeat the mistake). I had alot of things i was going to do, i wrote a day/night tut. which has alot of cool things in it that i haven't seen. i'm also writing a tut on the rock thing i requested, because i made one myself and it works perfectly(one fateless night i randomly realized a way to do it...it took me like 5 hours...), yours is most likly better, whcih is why i wanted to see it. so i'll have to find a way to veiw soon. with that i digress.

but now i come here with a request. when you play a game and level up, as in go from level 1 to level 2. the player has no idea that it has happened unless they go to the menu screen. now i understand that its not that big of a deal, but i want the play to know when he levels up.

say he goes to level 2. level allows the player to know the move rock smash. i want a message maybe to tell him you've gone to level 2 and learned rock smash. i've searched this site and found nothing and i searched google (which means coutless other sites) i found a few things that were like this but not what i want nor described. i also found requests like this and they were never met! PLEASE HELP! THANK YOU FOR YOUR TIME! really it means alot!
I don't say bless you when people sneeze, cause i'm not God. Blessing people is his job. Lolo?

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just put a message event in the common event you make the system in. I made a level system last night in VX. took like 10 minutes. After you get down how you level up, it's just a lot of copy/pasting the common event and changing the switches that turn on and stuff.

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Kidfox70. It happens.
So place a message event within the Rock smash move? that when you gain the Rock Smash move it says the message. so...

Spoiler for:
conditional branch Rock Smash have
Switch Rock Smash=on

else

end
conditional branch Switch Rock Smash= on
You are level 2!
You got Rock Smash!
Switch Rock Smash= off


else

end

Is that how is should do it?
I don't say bless you when people sneeze, cause i'm not God. Blessing people is his job. Lolo?

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I guess, I'm not really sure what you're talking about. I haven't looked at the event system MJustin made.

But I suppose you could do it how you wrote it there.

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a few things...first i haven't been able to try your demo mjustin, because it says i'm banned from this site, but randomly sometimes (like this one) it will let me on here. I have no idea why i would be banned i don't think i broke any rules, and if i did then no one told me and i was never aloud to fix it AND i was never given a noticed of why i was being banned(though i guess they don't have to do that, but it would be nice to know why i was being banned, i really like this forum and really wanted to be apart of it. and if they don't tell me what i did wrong then i can't fix it and if i join another forum then i will have no idea what went wrong before and will be bound to repeat the mistake)

I checked the ban list and you're not banned nor have ever been. It might be where you're trying to access the site from; some places, like schools and etc... don't allow access to forum sites and other types of sites.

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Kidfox70. It happens.
WOW!!! so after some intense messing around, i found that you could turn your level into a var. and your Xp into a var. i feel like such a noob its not even funny...so now i have to where when ever the Level Var. is 2 (pr whats ever) it is says the message and such! sorry for the noobness and thanks. also if anyone is interested the rock request i made and Mjustin. i thought of something else that was cool, a rock that can go through things, say you can't go through a bunch of fire thats in your way, but if you could you could hit the switch on the over side to turn off the flames!!! well i made my rock able to go through the flames and turn off the switch if anyone is interested....

Modern algebra, i try to get on at home...i'm at school right now and i'm fine...i really am grateful that you looked into it.
« Last Edit: September 03, 2009, 06:10:40 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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Thank you Mjustin, is it also possible to see for how much they are sold at that moment?
You're in the credits of the game(Space Gears,http://rmrk.net/index.php/topic,34706.new.html)

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Yes, just add these into the event (outlined in red):

Spoiler for:



Also, thanks for crediting me. It's nice to know my work is appreciated.

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Okay, got it.

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Can you make me a cooking system? I would have the desire for it to have the capability for two items, and one as well.
Thanks in advance.
Current Project:
Altaria: Deus ex Machina (in progress)

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Yeah, I made a cooking system and MJustin improved on it. I have my version with his edits in the topic.
http://rmrk.net/index.php/topic,31724.0.html

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That looks more like a farming system to me. Well, I guess you could eat the plants.

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HAHAHA wow, I don't know why I did that. Yeah that's farming .__.