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[RMVX ACE] Character transferring to wrong map?

I have an event that transfers the player into a town. It has always worked perfectly. Now, it transfers the player to a completely different map and the player is invisible. The only change I have made in the editor was to change from 4 to 5 party members but, that was quite some time ago. The problem I have now is new. Virus?

[RMVX ACE] Cutscene Priority problem.

I'll do that. Thanks. Just didn't think a same as character and above character would clash. Thanks a lot!

[RMVX ACE] Cutscene Priority problem.

During a cut scene, a character who is set to Same as Player/Walking/ Action Button stops when he crosses the path of a butterfly that is set to Autorun/Walking/Stepping/Above Player. The character is controlled by the Cut scene. After he joins the party and the party is moving about, there is no problem. I can't think of anything to change.

[RMVX ACE] Dimming a room, cave, etc.

Excellent information. Thanks to both of you:)

[RMVX ACE] Dimming a room, cave, etc.

I know how to dim a room but, when I enter, it is light for a split second before dimming. Is there a switch or variable event that can darken the room before I enter it? I had thought of trying to put some kind of event on the door, entry but don't know what.Thank you.

[RMVX ACE] Variables.

author=coelocanth
So you know how to test an AND condition using conditional branches.
While what you want to do here is an OR condition.

You can use another variable for a count of crates in the correct places, and add 1 to it whenever any crate is moved into position, subtract 1 whenever a crate is moved off (if your puzzle doesn't lock things in place when correctly positioned)

Consider this for each crate:


Set Move Route (this event: move away from player), skip, wait
Control variables X = this event X position
Control variables Y = this event Y position
Conditional branch X == 4:
Conditional branch Y == 2:
# block is in position 1
Conditional branch self switch A is off
# and just moved there
Control self switch A on
Control variables count += 1
end
Exit Event Processing
end
end
Conditional branch X == 3:
Conditional branch Y == 9:
# block is in position 2
Conditional branch self switch A is off
# and just moved there
Control self switch A on
Control variables count += 1
end
Exit Event Processing
end
end
Conditional branch self switch A is on
# not in position, just moved off
Control self switch A off
Control variables count -= 1
end

The above event checks if the crate is either at 4,2 or 3,9. In either case it increases the count variable (to say 1 more crate is correctly positioned), and sets the self switch A (*this* crate is correctly positioned)

The "exit event processing" command stops the later branches being tested, so the crate doesn't switch itself back off again.

The final block tests if the crate was correctly positioned (A is on), but isn't anymore (because neither of the above branches was true).

Having said all of that (which is useful general knowledge), here's an easier way:

On your map, use the region layer to paint a specific region number on all the "correct" spots.
Then use the "get location info" command to find the region number under the event.
Then instead of testing all the possible X,Y positions, you should only need to test the region number.

Thank you. This is very interesting but I'm new to variables although, I'm understanding what I've been learning. I will study this and when I'm a little more familiar, it will sure be handy.
Thanks , again.

[RMVX ACE] Variables.

I am learning variables and following a tutorial where there are two objects ( I'm using crates) that need to be pushed onto certain tiles that I will change to switches later for completion.
This event is checking for crate one X+Y to be equal to tile one X+Y and crate two X+Y to be equal to tile two X+Y for the solution.
I would like to set this up so that either crate can be set on either tile?
I've done many puzzles in games and it doesn't seem to matter which object ends up on which tile or switch, etc.
Would it just be another separate event checking for crate one X+Y equal to tile two X+Y and crate two X+Y equal to tile one X+Y?
Thanks

Troop question.

author=Marrend
You could make a "Two Bats" enemy for where there are two bats in a Troop. There's nothing stopping you from doing that. It would probably look something like...

author=Emerge text
Two Bats appear!


author=Target window
Two Bats ATwo Bats B



...this?

Exactly. Thanks, Marrend.

Troop question.

author=kory_toombs
Copy the bat and call it bats, even though its 1.
Then when you put 2 together it will say bats.

Ta da.

Thank you both.

I could make more than one Enemy out of it.
Have a simple Bat Enemy for when there
is only one bat in the troop and have a Two Bats Enemy
for when there are two in the troop. No?

Troop question.

When I use *2 to show two of the same enemy in a troop, such as Bats, it only says Bat appears. No mention that there are two, although there is Bat A and Bat B to attack. I tried using a comma; Bat, Bat. That didn't work, either. Thank you.
I would like to see:

Bat appears
Bat appears