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[RMVX ACE] Game is performing actions related to conditional branches EVEN WHEN conditions are NOT met! Please Help!

I want Tiamat to ONLY place a "seduced" debuff on Justin and then remove her own debuff only if she has the "Dragon Pleasured" status effect and Justin is not not dead

If Justin is dead, only remove Tiamat's debuff

If Tiamat does not have the "dragon pleasured" debuff and Justin is alive, do nothing

If Tiamat has Dragon Pleasured and Justin is alive then Tiamat removes her own debuff and places hers on Justin

Also, I want Tiamat to reapply her debuff to Justin any time it gets removed after Tiamat has removed Justin's debuff from herself at least once. This includes resurrected after death. Tiamat should not have to remove the debuff on her more than once if she reapplies hers when Justin does not have her debuff on him because it prevents Justin from fighting.

But despite the fact that Tiamat DOES NOT have the "Dragon Pleasured" and Justin is alive, Tiamat STILL applies her own debuff to Justin EVEN THOUGH she DOES NOT have Justin's debuff.

I looked over my code a dozen times and everything seems correct but it is just not working.

Here is my code:



I also have a another page with conditions set as Turn 5+1*x to force Justin to put the dragon pleasured debuff on Tiamat if it has not done so by the user by this time. Then the steps on the problem page would commence because Tiamat has the debuff. I have the one in the screenshots higher page number because it relies on Tiamat having the debuff and turn 5 one would only apply if the user has not done it.

Does anybody know what could be the issue?

sorry for some of the language in the code, it is kind of a
Teratophilia
game

Thank Arceus I put a save after the grind of 10 dragon fights in a row before you face Tiamat. I had to do all 10 six times an hour each of the six times due to issues

[RMVX ACE] Is there a way to disable use (of at least certain items) without force removing them?

I can figure a lot of conditional branch stuff out myself to an extent. RPG Maker for the PS1 was different as far as conditional branches, but I am able to apply the knowledge to RPG Maker VX Ace to an extent.

I have programmed a casino in RPG Maker for PS1 by nesting conditional branches (known in the PS1 version as two way or three way choices with probability) but nesting was not indented so I would use Take Over events to the next page to make it easier to keep track of.

I have been using RPG Maker for PS1 for the last five years and I consider myself an expert in it. But RPG Maker VX Ace is an entirely different can of worms.

The game I am working on now is just so I can learn VX Ace so I am not repeating a lot of similar events. I am venturing out into unknown territory with each new situation.

I still do not know how Take Over events work in VX Ace so I am unable to make a second NPC move immediately following the first. In the PS1 version, You would just take over command pointing to the event with the other NPC and the second event would trigger right after the first. It is how one event led to another in the PS1 version. I do not know how that works in RPG Maker VX Ace.

If I could figure that out, it would be a game changer.

[RMVX ACE] Is there a way to disable use (of at least certain items) without force removing them?

Would something like this work?



Bear in mind that switch 999 is just a filler until I know exactly what switch will be the re-enabler.

[RMVX ACE] Is there a way to disable use (of at least certain items) without force removing them?

The problem with the conditional branch you gave, as I already said, is that the item needs to be usable once Moltres rejoined the party. The conditional branch would still prevent use if Moltres is in the party but so is everybody else.


As for the script code, would running that in a global parallel process in common events with a conditional branch where it disables after a certain switch is enabled fix the save/reload issue?

Edit: RPG Maker VX Ace will not let me add a script. There is no option to create a new line. All spots are filled and there is no + or anything to add a new line

Edit 2: I figured it out. You add the script from the event menu

[RMVX ACE] Is there a way to disable use (of at least certain items) without force removing them?

After the events in my last post, the user is taken to an "unknown place" where you play as a Moltres, the aforementioned bird mentioned in my last post.

The user will now play as the Moltres. However, there is one small but game breaking problem.

Prior to this, there was an optional boss fight where if at least one character had the shrunken status effect, and you talk to a person in a town, he will ask the shrunken ones to enter his bird's stomach to fight a virus that manifested as a live creature. upon defeating this virus, the man rewards you with a "Return Eagle" which teleports you to the starting point of the adventure (outside this one house on the world map) and moves your Lugia (the ship) to the nearest shore. This is done by a common event.

The problem with that is the item is reusable. When the game has you play Moltres, and you have done the virus battle, the Return Eagle is still there in your inventory. If the user uses it while as Moltres but before Moltres rescues the party from the aforementioned predicament, it could potentially break the game—especially due to the fact that we are now dealing with new areas not yet connected to the world map. This includes a different world map I plan to use. It would also break the game if the user used it on that 3x3.

So, I need a way to disable use of that item temporarily until Moltres is reunited with Justin and his party.

I cannot just put a conditional branch to check if Moltres is in the party because that would prevent it from working when Moltres joins the rest of the party for a bit. If there was a way to check if persons are NOT in the party, that would be different. That is where the PS1 version of RPG Maker was superior. It had that ability. In RPG Maker VX Ace, you can only check if someone is in the party, you cannot do an absent member check.

There are a couple of other items I would need to disable at this point as well in order to not break the game.

If there is a way to have all current items be put on hold and have Moltres only use the items she finds until she is reunited with Justin, that would be even better.

I see no disable items command or anything.

Is there a way to do either thing?

[RMVX ACE] I want to trigger an event after player take a certain number of steps. How do I do that?

I have a question,

if both variables are dealing with "steps taken", what is preventing the second variable from increasing with the first?

To me, it seems that the second would always be 150 above the first

[RMVX ACE] I want to trigger an event after player take a certain number of steps. How do I do that?

author=pianotm
OH, nevermind. Screw you, then.


I did not mean to direct that at you. I meant to reply to the other guy's post but you ninja'd right in. This other guy just keeps telling me to add a value to the second variable when you cannot. He is arguing with me even though my screenshot clearly shows "constant" as grayed out when steps taken is selected as a variable. So you cannot add any number to the second one.

And Unity, I deal with people all day who say that they are trying to help me when most don't in my line of work. It has made it extremely difficult for me to know who is actually helping and who is not

so I apologize.

[RMVX ACE] I want to trigger an event after player take a certain number of steps. How do I do that?

author=pianotm
Create a common event set to parallel process and whatever switch you set it to, make sure it's on.
Variable step counter: Operation = Set. Operand > Game Data > Other > Steps.

Also, some advice. You should have a player tracker in every game you make, and since this common event is doing part of that, it may as well do the rest.
Create a Player X variable. Operation = Set. Operand > Game Data > Character = Map X
Create a Player Y variable. Operation = Set. Operand > Game Data > Character = Map Y

Leave this common event on forever. It will be your most valuable resource, and even if you never use it again, it takes up almost no space so it hurts nothing and can only help you if you ever need it again.

For your event where you need to trigger something. On-screen event. Trigger it however you want. Once it's triggered:

Triggered page (this page should be off until a switch turns it on):
Autorun
Set Step Counter to 0
Turn on another switch. Switch MoltresRider's Thing = ON. This should turn you to the next page.

Set the next page to parallel process.
Conditional Branch.
If Step Counter == X
@Do stuff
@If you're done, turn off the event. Switch to a new page, or turn off the switches for both active pages.
@If you want to do it again, only turn off the MoltresRider's Thing switch and the game will just do it again.
>else
@Don't do stuff

You are obviously trolling me. The fact that you did not even show a screenshot of adding X to the second variable. You just showed the "set" page.

You CANNOT add ANYTHING to second one dumbass. The option to is grayed out EVEN under "add" no place to add 300 or any other number.

[RMVX ACE] I want to trigger an event after player take a certain number of steps. How do I do that?

You cannot add any number to that variable. RPG Maker VX does not allow it. The option to add anything is grayed out if you select "Steps Taken"

You can ONLY use "constant" on its own. It becomes grayed out if you select anything else, including "Steps Taken"

[RMVX ACE] I want to trigger an event after player take a certain number of steps. How do I do that?

There is NO way to add a number to "Steps Taken". The option to assign any kind of value to "Steps Taken" is nonexistent. Even if I select "add" and assign it to "steps taken", the option to put any value in is STILL grayed out.

Your answer is incorrect
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