I NEED HELP WITH A CERTAIN VX TUTORIAL
Posts
Okay, I followed this tutorial step by step three times:
http://rpgmaker.net/tutorials/403/
But it didn't work. Whenever I defeated an enemy that I set up to increase a variable by one it did not. I've been trying for hours to get this to work, but I just gave up and decided to ask for help...again.
Can someone follow this tutorial and get it to work? Because I can't. I know your probably thinking I forgot to do something that it says needs to be done but that's not the case, I followed this tut step by step and set it up exactly how it described it should be (I can post screen shots to prove this).
And yes, I read the two tuts that came before it and got them working without any problems.
http://rpgmaker.net/tutorials/403/
But it didn't work. Whenever I defeated an enemy that I set up to increase a variable by one it did not. I've been trying for hours to get this to work, but I just gave up and decided to ask for help...again.
Can someone follow this tutorial and get it to work? Because I can't. I know your probably thinking I forgot to do something that it says needs to be done but that's not the case, I followed this tut step by step and set it up exactly how it described it should be (I can post screen shots to prove this).
And yes, I read the two tuts that came before it and got them working without any problems.
did you plug in a script to fix variables? they're broken in VX by default.
i'd recommend this script, as it also fixes all the other retarded shit enterbrain didn't care enough to get working properly: http://wiki.pockethouse.com/index.php?title=Core_Fixes_and_Upgrades
or it could just be an error in the tutorial, iuno, i didn't read it. if that doesn't help you, let me know and i'll see if i can figure out any errors there.
i'd recommend this script, as it also fixes all the other retarded shit enterbrain didn't care enough to get working properly: http://wiki.pockethouse.com/index.php?title=Core_Fixes_and_Upgrades
or it could just be an error in the tutorial, iuno, i didn't read it. if that doesn't help you, let me know and i'll see if i can figure out any errors there.
@cho
That script didn't help at all, maybe the author of the tut just left something out.
I noticed that script fixes a lot of things though, thanks for the link. It might help me out in future projects.
That script didn't help at all, maybe the author of the tut just left something out.
I noticed that script fixes a lot of things though, thanks for the link. It might help me out in future projects.
You need the variable fix for VX :)
Whoa fast, and afterwards hmm I'm not sure what went wrong I'll check it later uh show screenies? =v=)b
Whoa fast, and afterwards hmm I'm not sure what went wrong I'll check it later uh show screenies? =v=)b
Here's a screenshot:
http://img835.imageshack.us/img835/5506/screenshot1ix.png
I have it set up just like it said it should be:
The Battle Event is set to that if the enemy's HP is 0 or less (Ie. defeated) it will add one number to a variable that counts how many of that specific enemy is defeated. I also have an NPC that says different dialog when the variable is up to 3. I temporarily set the game up so that it starts with the variable at 3 and the NPC said the dialog I wrote, and then I set it up with the variable as 0 again, and he said the first dialog that comes before the variable dialog. So I know the NPC is set up right. But when I killed 3 of the enemy, I went back to the NPC and he said the first dialog, not the second dialog set up by the variable. So this mean that, for whatever reason, even with the fix, the enemy does not increase the variable by one when defeated.
http://img835.imageshack.us/img835/5506/screenshot1ix.png
I have it set up just like it said it should be:
The Battle Event is set to that if the enemy's HP is 0 or less (Ie. defeated) it will add one number to a variable that counts how many of that specific enemy is defeated. I also have an NPC that says different dialog when the variable is up to 3. I temporarily set the game up so that it starts with the variable at 3 and the NPC said the dialog I wrote, and then I set it up with the variable as 0 again, and he said the first dialog that comes before the variable dialog. So I know the NPC is set up right. But when I killed 3 of the enemy, I went back to the NPC and he said the first dialog, not the second dialog set up by the variable. So this mean that, for whatever reason, even with the fix, the enemy does not increase the variable by one when defeated.
It's not running the last battle event for the final bat that you kill; the battle ends before that event is processed. A better solution would be to run an event at the end of battle that increases the kill counters by the enemies present in the troop; so Bats Killed += 3 or some such.
i've tried everything i can think of to get it to work properly and nothing takes.
something tells me the problem is in the way battle events work, because if you set up an event on-screen that triggers a battle and put "Slimes Killed +1" or what have you as an event upon winning, of course it works just fine.
edit: chaos, i've tried having it just add 1 to the slimes killed variable every time you enter the battle and it still doesn't work! i'm convinced VX is retarded about handling battle events at all.
something tells me the problem is in the way battle events work, because if you set up an event on-screen that triggers a battle and put "Slimes Killed +1" or what have you as an event upon winning, of course it works just fine.
edit: chaos, i've tried having it just add 1 to the slimes killed variable every time you enter the battle and it still doesn't work! i'm convinced VX is retarded about handling battle events at all.
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
FYI, you can press F9 to see the values of all your variables. You don't need to set up an NPC to test it. For testing purposes, you might also want to put a message in that event, so every time it increases the variable it shows a message box saying so. That way you can easily tell if it's working. Then delete the message box once you know it's working correctly.
I don't know a lot about VX battle events but I can only think of one reason why that tutorial wouldn't work. It's possible that when you kill the enemy, the battle ends immediately before the battle event has a chance to run. Edit: This is exactly what Chaos said also.
It looks like you're following the tutorial correctly. What other custom scripts are you using, if any? Maybe one of them is interfering with how battle events work.
I don't know a lot about VX battle events but I can only think of one reason why that tutorial wouldn't work. It's possible that when you kill the enemy, the battle ends immediately before the battle event has a chance to run. Edit: This is exactly what Chaos said also.
It looks like you're following the tutorial correctly. What other custom scripts are you using, if any? Maybe one of them is interfering with how battle events work.
author=ChaosProductions
It's not running the last battle event for the final bat that you kill; the battle ends before that event is processed.
If that's the case, then why would someone make a tutorial specifically saying that the troop should contain only one enemy?
@LockeZ
I only have a custom script that changes the menu layout, and it doesn't do anything to battles.
Also, I have the event set up so that when the bat is defeated it gives me an item, not the enemy itself but the event so I could see if it worked, but after battle no item appears in my inventory. So it has to be a problem with the event.
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
Probably because they are retarded
author=LockeZi tested it with only the variable fix in place, nothing else custom, and it still didn't work (whether it was set to happen before or after the thing died)
What other custom scripts are you using, if any? Maybe one of them is interfering with how battle events work.
It doesn't make sense though, read the tut, the way he describes it, it should work very simply. The way he describes it just makes perfect sense, which is why the fact that it doesn't work makes no sense.
I made it so that there are two bats in the troop now, and it works. So that's one way to solve this problem.
Still annoys me how the tut says you should put one enemy yet the only way I could get it working was to have two enemies.
Still annoys me how the tut says you should put one enemy yet the only way I could get it working was to have two enemies.
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
Yeah that tutorial is dead wrong, I don't know how to "report" it or whatever though
Thanks for your help and support everyone, and if anyone can get this working with one enemy let me know.
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
I would increment the variable on round 0, instead of when the enemy dies. Then give the battle a condition to have a special handler if the player runs away. In this handler, lower the variable back down.
I'm not actually sure if you can make an escape handler for random battles in VX, though.
I'm not actually sure if you can make an escape handler for random battles in VX, though.
I tried that before the two enemies thing and it didn't work either.
And people say RPG Maker VX was made for beginners?
And people say RPG Maker VX was made for beginners?
I noticed even with moment on it won't count the last enemy no matter what you do. This is because the victory event comes in too fast to even check if the enemy died, that's the problem here =v=)b So here's what you should do:



So what are the switches for? It's so that it won't revive the enemy (because of your condition) and add another number to your counter. I noticed it on my second testing, so my variable was 3 instead of 2.
Basically, make 8 switches (or how many your enemies are) and make sure to have their hp and switch (if they are alive #) on. Then turn it ON. And whenever you encounter an enemy, just turn them all on. and when victory, turn it off just in case in battle conditions. That's all :3



So what are the switches for? It's so that it won't revive the enemy (because of your condition) and add another number to your counter. I noticed it on my second testing, so my variable was 3 instead of 2.
Basically, make 8 switches (or how many your enemies are) and make sure to have their hp and switch (if they are alive #) on. Then turn it ON. And whenever you encounter an enemy, just turn them all on. and when victory, turn it off just in case in battle conditions. That's all :3















