The RPG Maker Resource Kit

RMRK RPG Maker Creation => VX Ace => VXA Event Systems => Topic started by: Solar Eclipse on August 24, 2012, 09:41:40 PM

Title: [VXA] Solar's New and Improved VXAce Event Shop
Post by: Solar Eclipse on August 24, 2012, 09:41:40 PM
Come one, come all! Come and see the wonders in store for you! Are your scripts glitchy? Do you prefer VXAce the way you bought it (for some reason)?
Or would you just like some help with some crazy awesome system idea? I, Solar Eclipse, provide excellent assistance and superb services to anyone who
wants an event system, for a nominal fee of $0.00!! That's right! Zero dollars! All you have to do is submit a request here in the below format, and I will
make said system to the best of my fantastic abilities!*

Name of System: Derp.
Description of System: Describe in detail what you want this to accomplish
Available Variables: The number range of the variables I can use. This is to make it so that you don't have to reassign variables when you get the system
Available Switches: Same as above
Item Numbers Available: Same as above
Are you fine with me using scripts to supplement the system:
Can I post the system here, or do you want it PM'd to you:

Remember to put me in your credits when you finish your game!

*Abilities may be (un)limited
Title: Re: Solar's New and Improved VXAce Event Shop
Post by: Solar Eclipse on August 30, 2012, 02:04:33 PM
This situation calls for a BUMP!
Title: Re: Solar's New and Improved VXAce Event Shop
Post by: Countdown on August 31, 2012, 03:25:52 AM
You could always help me with my system that I'm trying to work out. An event in front of the player that detects event id's when you're facing them. I want it to do certain things based on the event "class" if you will. I don't really know how to do that.
Title: Re: Solar's New and Improved VXAce Event Shop
Post by: Solar Eclipse on August 31, 2012, 07:59:56 PM
I'll overlook the lack of using the requesting format because I can pester you by phone. Consider it being worked on!

EDIT: Done. It should be in your PM.
Title: Re: Solar's New and Improved VXAce Event Shop
Post by: Countdown on September 01, 2012, 03:04:28 AM
Dude. I never thought to do it that way. That's awesome and opens up so many more ideas for my stealth/darkness system!
Title: Re: Solar's New and Improved VXAce Event Shop
Post by: Solar Eclipse on September 07, 2012, 05:24:44 PM
This is Solar and I approve of this message.

BUMP!
Title: Re: Solar's New and Improved VXAce Event Shop
Post by: Countdown on September 07, 2012, 11:04:23 PM
Thanks again for helping me figure out that proximity sensor for my player.
Title: Re: Solar's New and Improved VXAce Event Shop
Post by: JFace on September 11, 2012, 12:52:14 PM
Good stuff, Solar. I'm going to take you up on this...

Name of System: Magic Learning Parameters

Description of System: To have requirements and limits to learn a certain skill.

Magic is learned through a basic item (scroll) accessible through the item menu. Selecting the scroll starts a common event that prompts the user to learn the magic or not. To learn the magic you must first meet certain criteria: level, magic, strength, experience, or even a variable based on renown.

And here's the reason I can't figure out how to do this myself...to base the parameter requirement on the natural stats of the member, not the affected stats. Meaning, you can't simply equip your Magus Rod +500 MAG and learn the strongest spell in the game. It must be based on the base parameters of the member. Even better if this can be implemented without unequipping said member.

You are also limited to how many skills you can learn based on your level (likely a step system, such as lv 1-10 is 5 spells, lv. 11-20 is 8 spells, etc). Level 1 Tommy shouldn't be able to learn 50 spells!

Since you are limited to how many skills you can learn, skill swapping will become useful. You can unlearn a skill the same way you learned it...by selecting the scroll. The same common event recognizes that a member has the skill learned, and prompts to unlearn the skill. Once the skill is unlearned, it can be relearned by any member. Only one member can learn the skill at a time, and there is only one scroll available for that skill in the game.

The specifics are trivial, they are merely for showing one way the system can be used. It's a fairly basic and useful premise: have parameters that determine whether or not you can learn a spell. We can't have Level 1 Tommy learning Level 99 Ultima magic!

Available Variables: 0020 and above

Available Switches: 0020 and above

Item Numbers Available: Your choice (I haven't landed on a good organization of items yet)

Are you fine with me using scripts to supplement the system: Yes

Can I post the system here, or do you want it PM'd to you: Post it!

Title: Re: Solar's New and Improved VXAce Event Shop
Post by: Solar Eclipse on September 11, 2012, 05:16:30 PM
All right, this should be fun! Due to the schedule of my Army training, I won't be able to work on this till tomorrow (it's 1016 [A.M.] right now). But it will be done!

UPDATE: I've got the base eventing down. The only thing left at this point is the whole equip/unequip magic-buffing items issue. Off to more training!

FINAL UPDATE: Well, it's pretty much done. I couldn't find a way around the equips, so you'll have to make an excuse for taking off magic buffs beforehand. If you
have any questions about it, feel absolutely free to PM me!

http://www.mediafire.com/?z5anjthb1w1l99t
Title: Re: Solar's New and Improved VXAce Event Shop
Post by: Solar Eclipse on September 25, 2012, 06:06:52 PM
Look out for the BUMP in the road!
Title: Re: Solar's New and Improved VXAce Event Shop
Post by: Iperks on October 02, 2012, 06:06:35 AM
May i use this. if so awesome!
Title: Re: Solar's New and Improved VXAce Event Shop
Post by: Solar Eclipse on October 02, 2012, 08:03:20 AM
Sure you can use it. Just credit me.
Title: Re: Solar's New and Improved VXAce Event Shop
Post by: Iperks on October 02, 2012, 08:47:10 AM
Great thanks.... I'm gonna have a really long list of credits  :-\
Title: Re: Solar's New and Improved VXAce Event Shop
Post by: Solar Eclipse on October 02, 2012, 05:56:08 PM
Meh, whatever. All the best games have like ten-minute credits anyway.  ;)

P.S. Tell your friends how awesome I am.
Title: Re: Solar's New and Improved VXAce Event Shop
Post by: Iperks on October 02, 2012, 06:05:36 PM
Ya i always skip the credits. already told my friends how awesome you are. lol.
Title: Re: Solar's New and Improved VXAce Event Shop
Post by: Solar Eclipse on October 14, 2012, 05:35:07 AM
So, uh, I was driving down a dirt road the other day when I hit a huge BUMP.
Title: Re: Solar's New and Improved VXAce Event Shop
Post by: Solar Eclipse on November 03, 2012, 04:55:58 PM
The other day I forgot to duck, so I BUMPED my head on a crossbeam.
Title: Re: Solar's New and Improved VXAce Event Shop
Post by: Solar Eclipse on December 01, 2012, 06:19:46 PM
Cough.
Title: Re: Solar's New and Improved VXAce Event Shop
Post by: Sonic80 on January 03, 2013, 09:33:14 PM
If you are still around doing this, I have a request:

Name of System: Party Member Creator and Monter Farm
Description of System: This is a bit of a two-part system:

1) I am making a game with a system similar to the Digimon World Dawn/Dusk/DS games, where you need to fight monsters enough to collect enough Data to create that monster at a specific location. For instance: Every time you fight a Slime, the slime troop you faced has a battle event that increases the "Slime Data" Variable by 5 for each slime in the troop. If you fight a Slime/Bat troop, the battle event increases the "Slime Data" Variable by 5 and the "Bat Data" Variable by 3. If the Data Variable for a specific enemy gets to 100 or more, you can go to an NPC in the main town, and have that data turned into that specific monster which can then be added to your party, or sent to an "Island" where they can be held for later, and also be switched with a monster in your party if you visit that island. When you use that data for creating a monster, the Variable that controls that enemy's data goes back to 0.

The main problem here is I plan to have 250+ possible enemies that you can create. It is very tedious and will most likely lag the game to have the NPC who creates these monsters for your party check if every single Enemy Data Variable is at or above 100, then compile a list of the ones who have 100+ for their variable and ask which one the player would like to create. I'm looking for a way to cut down on this, or at least make the event look cleaner than it would in the way I just explained.

2) The Island part of the system: I want to send monsters that the player doesn't want in their party at the time to be sent to a map where the player can visit, and select the monster they want to put in their party (by talking to that sprite), then selecting who in their party they want to replace the selected monster with. Then the monster in the party who was replaced, will go to the map with all of the other monsters that are being held in reserve.

There will be a variable that controls how many monsters you can control on your island at once (can be increased by buying upgrades), and if you try to create a new monster and that would give you more monsters than your island can hold, the NPC will tell you that you need to free a monster before he can make another one.

I know there is a lot here, and honestly i'm not sure if it can be done just through eventing, but I figured I would get an opinion from someone who seems to know their way around events. I'm pretty good with them, but I'm not an expert by any means. Let me know what you can do, if anything please?

Available Variables: All of them, I have just begun this project, so I haven't made it far.

Available Switches: All of them (same reason)

Item Numbers Available: All of them

Are you fine with me using scripts to supplement the system: Absolutely

Can I post the system here, or do you want it PM'd to you: Posting here is fine