[RMVX ACE] THE DEEPEST THING YOU'VE DONE WITH VARIABLES, COMMON EVENTS AND SWITCHES?
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I'm curious to know how many things can we do with just the tools the engine gives us.
The most complex thing I've done was in a horror game, I made two items, "Gun Loaded" and "Gun Unloaded" and different bullets with different "blessings". Basically, if an enemy was weak to a certain blessing, he would stop in his tracks, twich, and you'd be able to interact with them (By shooting the bastard) but since other enemies were strong to a certain type of bullet, they would keep chasing you.
In order to load the bullet you had to interact with the item via menu and load or unload the gun with the type of bullet you wanted.
To this day I have not been able to replicate this again...
The most complex thing I've done was in a horror game, I made two items, "Gun Loaded" and "Gun Unloaded" and different bullets with different "blessings". Basically, if an enemy was weak to a certain blessing, he would stop in his tracks, twich, and you'd be able to interact with them (By shooting the bastard) but since other enemies were strong to a certain type of bullet, they would keep chasing you.
In order to load the bullet you had to interact with the item via menu and load or unload the gun with the type of bullet you wanted.
To this day I have not been able to replicate this again...
I made a "Steal Gold" skill that scaled with your level and used several common events and variables to get the job done.
Also, I made an NPC that collects medals from you and rewards you based on how many you've given him. That was kind of a pain to figure out.
That's about it though. Nothing super amazing.
Also, I made an NPC that collects medals from you and rewards you based on how many you've given him. That was kind of a pain to figure out.
That's about it though. Nothing super amazing.
I made an endless room maze through events. The map itself was just a small square room with four straight passages in each cardinal direction so it resembled a +. The player would have to go through the correct passage a few times (6-8 iirc) to reach the end. Each time you picked the correct exit you would advance to a 'new' room where the decorations would change so you could tell what room you were in based on these decorations. Picking the incorrect exit would take you back one or two rooms to a maximum of the first room. The decorations and exits were all randomly generated (well, decorations was something like 12 decorations throughout the room that would randomly be there or not). The only set decorations were torches on the wall that would indicate what room you were in in base 2 / binary.
The intended solution was to take advantage of that the player could see into the next room without entering it proper by stepping into the passages but not the next room. So the player could walk into the left passage and see the right side of the room they would enter if they continued. The player could compare what they could see to their current / past rooms to see if the path forward would take them to a new room (the correct path) or the current / past room (incorrect).
iirc the initial version had absolutely no directions, hints, nor indication what room they were in beyond the decoration variance. For its proper release I added the torches, a chime that plays when the player takes the correct path, and I think a vague hint. It was my submission for Befuddle Quest (and also reused in one of my games but the puzzle was toned down again there and entirely possible to skip by entering the room, leaving, then teleporting to said room would take the player to the final room).
e: to be clear it isn't a very good puzzle but it's probably the most complicated thing I evented in 2k(3) (and only now do I notice that the thread is for Ace)
The intended solution was to take advantage of that the player could see into the next room without entering it proper by stepping into the passages but not the next room. So the player could walk into the left passage and see the right side of the room they would enter if they continued. The player could compare what they could see to their current / past rooms to see if the path forward would take them to a new room (the correct path) or the current / past room (incorrect).
iirc the initial version had absolutely no directions, hints, nor indication what room they were in beyond the decoration variance. For its proper release I added the torches, a chime that plays when the player takes the correct path, and I think a vague hint. It was my submission for Befuddle Quest (and also reused in one of my games but the puzzle was toned down again there and entirely possible to skip by entering the room, leaving, then teleporting to said room would take the player to the final room).
e: to be clear it isn't a very good puzzle but it's probably the most complicated thing I evented in 2k(3) (and only now do I notice that the thread is for Ace)
I made a system which would automatically spawn on screen encounters randomly at pre selected locations. You just copied and pasted certain events at the desired locations and the game would automatically make a list of those locations and then randomly move the on screen encounters to those locations. If you finish an encounter, all encounters within four squares of you would despawn to prevent chain ganking. Also included various other features such as the ability to easily randomly decide the troop you fight.
Most of the complications came from making sure the self switches behaves even if the player moves to another map and back and making sure that while creating the system took some time, it's quick to use.
It was actually created in VA, but I converted the system to Ace via a converter, so now it's an Ace system.
Most of the complications came from making sure the self switches behaves even if the player moves to another map and back and making sure that while creating the system took some time, it's quick to use.
It was actually created in VA, but I converted the system to Ace via a converter, so now it's an Ace system.
The most complex system I've made is probably the Discourse System in Last Word.
It used at least 5 Common Events that call each other so much I had to adjust a script to allow the stacking. Then is had about 80 Variables and 80 Switches--and that was me REALLY trying to be efficient. Merlandese of three years ago would have used four times as many, but I took a lot of paper notes that allowed me to redistribute the loads.
I also used almost all of my Image space, which I don't think many RMXP users tend to do. You only get 50 spots and I would sometimes use as many as 45. This 50 limit was pushed so far that my "analyze" functionality (like the Scan spell in Final Fantasy) was very limited and nearly useless because I didn't have any more image space to manipulate.
This is pretty impressive shtuffs.
It used at least 5 Common Events that call each other so much I had to adjust a script to allow the stacking. Then is had about 80 Variables and 80 Switches--and that was me REALLY trying to be efficient. Merlandese of three years ago would have used four times as many, but I took a lot of paper notes that allowed me to redistribute the loads.
I also used almost all of my Image space, which I don't think many RMXP users tend to do. You only get 50 spots and I would sometimes use as many as 45. This 50 limit was pushed so far that my "analyze" functionality (like the Scan spell in Final Fantasy) was very limited and nearly useless because I didn't have any more image space to manipulate.
author=GreatRedSpirit\
I made an endless room maze through events.
This is pretty impressive shtuffs.
The T.R.A.C.E. (Totally Randomly Advanced Chasing Event) System and the M.E.H. (Multiple Evented Hiding) System.
The T.R.A.C.E System took me about 7 switches, 3 (or 2) variables and 2 more common event pages while the M.E.H.... Oh man, that would be a lot of variables (5 or more), more switches (possibly 3 or more) and A LOT OF COMMON EVENT PAGES (5 OR MORE)
And yes, that one as well and the other things I've forgotten.
The T.R.A.C.E System took me about 7 switches, 3 (or 2) variables and 2 more common event pages while the M.E.H.... Oh man, that would be a lot of variables (5 or more), more switches (possibly 3 or more) and A LOT OF COMMON EVENT PAGES (5 OR MORE)
author=GreatRed Spirit
I made an endless room maze through events.
And yes, that one as well and the other things I've forgotten.
That metronome-like skill was probably the craziest thing I tried to do woth events. It was similar to the metronome move in pokemon, where the skill would turn into another randomly selected one at use. My version, though, didn't randomly select skills from those defined in the database, but instead created a new skill altogether, whose effects were randomised, but limited by certain factors such as the battler using the move, its remaining hp, the states currently in play, story progress, and so on. So for example, if you or an ally is poisoned, you are likely to get an antidote/healing skill.
Suffice to say, it got too complez for my own good
Suffice to say, it got too complez for my own good
Kazesui should be in here, with his trigonometry common events.
Perhaps the most complex thing I've done with the basic mechanisms of RPG Maker is create my own turn order for turn-based battle, which involves comparing each combatant's speed to each other combatant's speed. It actually takes an entire second to calculate, which is unfortunate.
Perhaps the most complex thing I've done with the basic mechanisms of RPG Maker is create my own turn order for turn-based battle, which involves comparing each combatant's speed to each other combatant's speed. It actually takes an entire second to calculate, which is unfortunate.
author=Zachary_Braun
Kazesui should be in here, with his trigonometry common events.
Trigonometry? REALLY?
author=Sated
. Some of the item system common events are so long that it lags my computer the load them up in the editor...
Good job breaking the system, bud.
Probably the deepest thing I've done with variables and common events is making a Suikoden-style duel. The original system (built in VX) was more reliant on event-commands than scripts, but, there's been a few tweaks since then.
I did everything in The Reconstruction using common events and variables, because I was an idiot. Including keeping track of characters' stats. So, about two pages of variables per character, and 20 characters.
I got better. Sort of. I still use the built-in stuff way more than I should, though.
I got better. Sort of. I still use the built-in stuff way more than I should, though.
Jimmy and the Pulsating Mass's skill learning/equipping and stat progression system is all evented; that's pretty enormous.
The field actions are shaping up to be pretty complex since I have to event stuff for each interactable object in the game, so I guess that wins out, but a lot of that stuff is recycled with slight variances.
The field actions are shaping up to be pretty complex since I have to event stuff for each interactable object in the game, so I guess that wins out, but a lot of that stuff is recycled with slight variances.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Remember when people used to make entire custom battle systems in RM2K3? Man. What the hell were we thinking?
I was involved in making a Wild Guns style shooter game in RM2K3 but Avee did all the eventing and I can't actually take credit.
If you want to talk about incorporating complex evented systems into a game using the default battle system, talk to Xenomic whose RM2K3 game includes over five thousand common events, because it has 40+ characters and each one has their own complex unique system and they all interact with each-other. I think most of those events are for his Elemental Bless system, a skill that lets the player temporarily replace any weapon or armor with an elemental version of that item until the end of the battle. I feel bad mentioning anything I've evented myself, compared to that shit.
I was involved in making a Wild Guns style shooter game in RM2K3 but Avee did all the eventing and I can't actually take credit.
If you want to talk about incorporating complex evented systems into a game using the default battle system, talk to Xenomic whose RM2K3 game includes over five thousand common events, because it has 40+ characters and each one has their own complex unique system and they all interact with each-other. I think most of those events are for his Elemental Bless system, a skill that lets the player temporarily replace any weapon or armor with an elemental version of that item until the end of the battle. I feel bad mentioning anything I've evented myself, compared to that shit.
Man, alot of crazy things were done with just eventing... It's so inspiring... It almost makes me want to create something like that again, but to be honest, things get scary once you start to use conditional branches, variables, switches and common events, even worse when things get messy and you don't know the origin of a problem.
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