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THINGS STILL CONFUSING ME.

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Hello me again and i'm still using RPG maker VX.

Unfortunatly i have a very little attention span to things i can't figure out(though i tend to co back to them within a month of "giving up" ) and since its a help thread i thought i'd ask for a bit more help.

Questions #1: Well i've been baffled by this one even though it looks simple enough, What are the common events and how do you use them? i've tried using them but for some reasons nothing ever happens.

Question #2:Troops how do you change/randomize the number in the group that appears. every time i test my dungeon the enemies numbers never change.

Question #3: Event triggers, yes i asked this before and i Have got it down but progressing the story and setting up beginning events like what you would see at the start of the game and have little if any control over the characters and would mostly just watch (other than maybe a few choices to pick.)

Though i don't know if i can be helped since i'm slow at the easy stuff, i hope someone can help me with these problems and sorry if i'm asking for a bit too much.
KingArthur
( ̄▽ ̄)ノ De-facto operator of the unofficial RMN IRC channel.
1217
#1: Common Events are events that you can run/call from anywhere within the game regardless of location, hence the name "Common" Events.

#2: Monster parties are fixed in their configuration. If you want a variation of, say, anywhere from 1 to 6 slimes in a battle then you need to make 6 different monster parties (with their respective monster count) and then have them all within the same encounter list. The game engine will then randomly pick from that encounter list and give the illusion of varying monster count when, in truth, it's actually calling various monster parties.

#3: Can you elaborate? I'm not sure where you are having problems with here.
#1: well that explains what they are but how exactly do i use them?

#2 Ah, that makes since..i'm kinda ashamed i didn't figure that out myself.

#3 Ah well i know how to "trigger" them at as say i walk into a house/dungeon or step on a certain tile, but not sure about switches/variables And contiueing the event from another event.
KingArthur
( ̄▽ ̄)ノ De-facto operator of the unofficial RMN IRC channel.
1217
#1: Either have them start up by themselves via Auto-Start or Parallel Processing (requisite switch optional) or call them from somewhere via "Call Common Event".

#3:
Switch
Data stored as either ON or OFF throughout the game. For example, controls information such as whether a player has received an order to defeat a monster or whether a boss has been defeated.

Variable
Data stored as any integer (maximum 8 numbers long) throughout the game. For example, controls information such as the hero's reputation level or the number of items a player has gathered from around the world and given to a particular person.

Self Switch
A special switch for individual events. It has no visible effect, but rather is used simply to display the status of a given event. For example, controls information such as whether the player has opened a treasure chest.

Courtesy of the RMVX Help File


It is also impossible for an event to "pause" right in the middle of event processing and then come back to it later without ingenius usage of switches and/or variables and labels. Back in RPG Maker 2000 and 2003, you could call individual Map Events from other events via an event command, but I can see that feature isn't present in RMVX. It might be possible via scripting, but that's for another topic.
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