The Bank Tutorial (all versions) is finally online!
According to October 2012's poll, the majority voted for a simple event-based bank system as the next tutorial. So, here it is. Note that this is not a complete step-by-step tutorial, but a rough guide for creating our banking system. Instead, each RPG Maker tutorial can be downloaded and, once installed, can be scrutinised.
Showing posts with label Demo. Show all posts
Showing posts with label Demo. Show all posts
Bank Tutorial Using Events (RM2K3/XP/VX/VXA)
Video Demo - Q-Engine for RMVX
A video demo of the Q-Engine has finally been uploaded.
The Q-Engine is an enhancement engine for RMVX comprising a number of scripts/scriptlets and tweaks, all of which are customisable. Note: The version numbers in this video differ to the actual version numbers. Script release date is 15 December, 2012.
Music: The Experiment by Danosongs.
The Q-Engine is an enhancement engine for RMVX comprising a number of scripts/scriptlets and tweaks, all of which are customisable. Note: The version numbers in this video differ to the actual version numbers. Script release date is 15 December, 2012.
Music: The Experiment by Danosongs.
RPG Maker Lite - Free For All
RPG Maker VX Ace Lite has been released.
This is basically a dumbed down version of RMVXA itself. Quintessentially, it's the same as the Trial version, but without the 30-day limit and with the following additional limitations:
Furthermore, there is no call script because, like the Trial version, the Script Editor has been disabled. The Character Generator also does not contain all of the available materials, the same as the Trial version.
This is very useful as an introduction to RMVXA proper and for anyone wanting to learn the ropes before moving onto RMVXA itself. Ultimately, however, it's still a trial version of the program because of the limitations. It's "tryware" because the 30-day limit has been removed (unlike the trial version, where the countdown began from the moment you installed it, regardless if you used it or not). It's also "nagware" because every time RMVXA Lite is loaded it prompts you to continue with the trial or purchase the full product.
I think it's a very good idea that this has been made available because one of my major frustrations when experimenting with the Trial version wasn't the fact that scripts couldn't be edited (they can easily be created in RMVX and ported over into RMVXA), but the fact that I don't have the time to sit for 30 days straight and experiment. 12-hour days usually does that.
So, in conclusion, it's a worthy addition to the ever-increasing RPG Maker family to see how things fit together, even if it is really shareware masquerading as a free "Lite" version!
This is basically a dumbed down version of RMVXA itself. Quintessentially, it's the same as the Trial version, but without the 30-day limit and with the following additional limitations:
- 10 heroes
- 10 classes
- 126 skills
- 16 items
- 60 weapons
- 60 armours
- 30 enemies
- 30 troops
- 25 states
- 110 animations
- 10 common events
- 6 Tilesets
- 15 events per map
- Maximum of 20 maps
Furthermore, there is no call script because, like the Trial version, the Script Editor has been disabled. The Character Generator also does not contain all of the available materials, the same as the Trial version.
This is very useful as an introduction to RMVXA proper and for anyone wanting to learn the ropes before moving onto RMVXA itself. Ultimately, however, it's still a trial version of the program because of the limitations. It's "tryware" because the 30-day limit has been removed (unlike the trial version, where the countdown began from the moment you installed it, regardless if you used it or not). It's also "nagware" because every time RMVXA Lite is loaded it prompts you to continue with the trial or purchase the full product.
I think it's a very good idea that this has been made available because one of my major frustrations when experimenting with the Trial version wasn't the fact that scripts couldn't be edited (they can easily be created in RMVX and ported over into RMVXA), but the fact that I don't have the time to sit for 30 days straight and experiment. 12-hour days usually does that.
So, in conclusion, it's a worthy addition to the ever-increasing RPG Maker family to see how things fit together, even if it is really shareware masquerading as a free "Lite" version!
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Paranormality 1: Darkling - Project Demo #1
Further to yesterday's post, I decided to go a little further and see if I can create a game before the Trial version expires.
Unfortunately, the microphone is so "powerful" as to pick up on the background noises and traffic (I might redo this video later, with improved sound quality). You might want to turn down the volume slightly before playing the video.
Scripts Used (So Far):
Music:
Unfortunately, the microphone is so "powerful" as to pick up on the background noises and traffic (I might redo this video later, with improved sound quality). You might want to turn down the volume slightly before playing the video.
Scripts Used (So Far):
- Animated Title - Companion Wulf
- ATS Series RMVXA - Modern Algebra
Music:
- Kevin Macleod - Incompetech
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Zelda Forest Maze Demo RMXP
Zelda Maze Demo RMXPA day earlier than "scheduled", this is the downloadable demo for the Zelda Forest Maze Tutorial. Incidentally, the demo itself was uploaded to File Factory on Thursday. It's been checked for viruses using Comodo Antivirus and is clean.
Once the file has downloaded, double-click on it to open it and choose the folder name to extract to. The reason it's a self-extract file is because the file size is greatly reduced (for archiving I use 7-Zip as the compression rate is much greater, thereby reducing file size).
Thanks to Decanos for kicking me in the butt with this.
Once the file has downloaded, double-click on it to open it and choose the folder name to extract to. The reason it's a self-extract file is because the file size is greatly reduced (for archiving I use 7-Zip as the compression rate is much greater, thereby reducing file size).
Thanks to Decanos for kicking me in the butt with this.
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Updates For The Weekend
RPG Maker Times Companion - Saturday
Sadly, the RPG Maker Times Companion has been neglected lately, but I'm aiming for some more content on Saturday. There are a plethora of utilities still out there for RPG Maker, so it's time to dig some of them out.Zelda Maze Tutorial Demo - Sunday
There will be a downloadable demo for the Zelda Maze Tutorial, as requested by Decanos78 for both RMXPRPG Maker 2K3 Resurface
I've had a number of requests for RM2K3 tutorials, even though it's unarguably the best RPG Maker of them all and even though I've retired it in favour of the next-gen RPG Makers. I'm not sure I'll be doing anything with it, except for the Complete Chest Tutorial. Talking of which also for the weekend (and well into next week) I'm aiming to have a demo for the RMXP version.
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Experimenting With RPG Maker VX Ace Trial
My confession for the day is that I've been playing around with RPG Maker VX Ace (RMVXA from now on) ever since its official Japanese release. Curiosity just about killed me, so I couldn't resist downloading the demo. Of course, it was all in Japanese and I was totally lost for a while, but I had some fun guessing and experimenting.
However...the wonderful folks at RMVX Ace Games Net have provided an English translation patch for the trial version specifically for the short RMVXA game provided there too (the first one for RMVXA!). That means that I'm able to delve into it a bit more. Just for the experience.
Now the ONLY reason I did it this way, rather than wait (aside from "grasshopper syndrome"), is for review purposes and to deliver what we can expect from RMVXA IF Enterbrain deigns to bring out an English version. And they would be idiotic not to (but of course they are! *Wink*).
So what's it like? (By the way, no screenies here at the moment; they're on the RMVX Ace Games Net website.)
So here are my first impressions of RMVXA, focusing specifically on its features and functionality. It's rather long, but gives a rough, certainly not comprehensive, idea of what RMVXA is all about. The following part is a bit long, though I hope not long-winded.
However...the wonderful folks at RMVX Ace Games Net have provided an English translation patch for the trial version specifically for the short RMVXA game provided there too (the first one for RMVXA!). That means that I'm able to delve into it a bit more. Just for the experience.
Now the ONLY reason I did it this way, rather than wait (aside from "grasshopper syndrome"), is for review purposes and to deliver what we can expect from RMVXA IF Enterbrain deigns to bring out an English version. And they would be idiotic not to (but of course they are! *Wink*).
So what's it like? (By the way, no screenies here at the moment; they're on the RMVX Ace Games Net website.)
Demo Version Limitations
Virtually everything is fully functional, but it does have some serious limitations, which are listed below. Some of the items are a result of my own delving and some are based on the Googleated Enterbrain/Famitsu website.- "Open Projects" is not available, although when you open a New Project, it'll preload the sample map already provided, which you can play and from within the editor.
- You can edit the map, including events, which are essentially the same as with RMVX, although only 10 maps and 10 events per map are allowed in the demo version.
- There is a limited number of materials and graphics in the demo version. You cannot export materials, although you can import them.
- Compress Data (for making a standalone, executable game) is disabled in the trial version, which means that while the games can be saved and played from within RMVXA, saved data is erased after RMVXA is closed.
- In the Database, Actors, Classes, Items, etc. have a predetermined Max. Amount. You can edit them, but you can't add any more if they go above the predetermined upper limit.
- You can view (and edit) the scripts, but saved script edits are automatically purged and returned to default once RMVXA is closed, essentially disabling the Save function.
- Tne built-in Character Generator is limited to a minimum amount of options to choose from, allowing you to create basic characters, which have the element of sameness to them after a while.
- All of the events commands work in the demo version (as far as I can determine), except for the "Play Video" event command according to Enterbrain's website. I've not had a chance to actually try this because I'm not sure how to convert movies to the OGV format yet.
- The updater feature is not functional or compatible with the demo version.
- The RTP (Runtime Package) in the demo version is limited to a pre-bundled package is only for "data collection relevant to the current session". In other words, as I've mentioned before, saved data is not actually saved but is reset each time RMVXA closes. The actual [official] RTP is provided separately, available after purchasing.
So here are my first impressions of RMVXA, focusing specifically on its features and functionality. It's rather long, but gives a rough, certainly not comprehensive, idea of what RMVXA is all about. The following part is a bit long, though I hope not long-winded.
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Ars Mechanicum Genesis Novel - Sample
Here is a sample of my novel, Ars Mechanicum Genesis, which is the result of a poll I conducted a while ago on the subject. Around 64% of visitors wanted to read a sample, so here it is. (This is the first draft of the opening chapter after the Prologue, so there are inevitable spelling and typographical mistakes, which will be ironed out, of course, in the final draft.) Novel completion and publication dates are unknown as yet.
For anyone interested in reading the full sample, it can be found on its official site.
Nothing mattered to him any more, except for the calming, numbing relief bestowed upon him by mead. He wanted to die, but refused to die by his own hand. Suicide was the coward’s way out and he was certainly no coward.
He would rather die in a vicious street fight or a tavern brawl and he would often seek them out, sometimes instigating them himself just to get slashed by a knife blade or broken bottle. He didn’t care how he died, although deep down he harboured a secret desire to die honourably on the battlefield, where long after his death minstrels would regale their bardic tales of victory and glory. There was no greater honour for a warrior - even a luckless, rundown one like him - than to die fighting alongside his comrade-in-arms, fighting for something more worthy than a vagabond’s life.
For anyone interested in reading the full sample, it can be found on its official site.
Beautiful Airship Sequence - RMXP
I'd forgotten how bloody nightmarish moving can be! Been going around in circles for what seems like an eternity, and I admit I got a little too overwhelmed, hence the lack of updates.
Anyway, I happened across this on my Twitter account and thought it was so cool I just had to share it.
Anyway, I happened across this on my Twitter account and thought it was so cool I just had to share it.
Zelda Forest Maze Tutorial - RMXP/VX
Zelda Maze Demo RMXPEDIT (9 Dec 2011): Demo now available. Checked for viruses using Comodo Antivirus.
Continuing with the Fun With Variables theme and as an expansion to the Simple Event-Based Random Teleport tutorial, here's something a little different. It's designed for RMXP but can also be adapted work on RMVX (though not the same way on RM2K3 without some tweaking).
For those of you familiar with the "infamous" Forest Maze in The Legend of Zelda (for the NES) will know all about it. For those unfamiliar with it - shame on you for not playing this classic! - the aim is to find your way through the forest using specific directions. If you don't, you'll just be wandering aimlessly and won't find your way out. That's the foundation of this tutorial.
This is a rather long, but not overly complex, tutorial, so take the time to read it and go through step by step as necessary.
Continuing with the Fun With Variables theme and as an expansion to the Simple Event-Based Random Teleport tutorial, here's something a little different. It's designed for RMXP but can also be adapted work on RMVX (though not the same way on RM2K3 without some tweaking).
For those of you familiar with the "infamous" Forest Maze in The Legend of Zelda (for the NES) will know all about it. For those unfamiliar with it - shame on you for not playing this classic! - the aim is to find your way through the forest using specific directions. If you don't, you'll just be wandering aimlessly and won't find your way out. That's the foundation of this tutorial.
This is a rather long, but not overly complex, tutorial, so take the time to read it and go through step by step as necessary.
Pre-Setup
To begin, we'll need the following:- 4 Variables: 0001: Randomize, 0002: Map ID, 0003: Coord-X and 0004: Coord-Y.
- 1 Common Event: Teleport
- 2 Maps: Maze Map and Congratulations!
- At least 5 events for the map, although I've used 9 in total (some just for effects).
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AMG Video In-Game Features Demo
This is a video demo of some of the in-game features, including the intro through to the Status Menu. The intro will be changed later, however. Don't forget to read the footnotes below too.
Most of the scripts have been tweaked to integrate properly into the AMG system. The characters' profile information is incomplete yet, as is the "Extra Stats" page. A complete list of scripts is available here, updated as other in-game scripts are updated.
A playable demo will be released soon - though no sooner than next year - and I'll upload it then. Watch this space, I guess!
Revision Edit:
5 December, 2010
The video has been truncated from its original. I also added some annotations to better explain the features.5 December, 2010
Most of the scripts have been tweaked to integrate properly into the AMG system. The characters' profile information is incomplete yet, as is the "Extra Stats" page. A complete list of scripts is available here, updated as other in-game scripts are updated.
A playable demo will be released soon - though no sooner than next year - and I'll upload it then. Watch this space, I guess!
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Ars Magia -- Upcoming Novella Tie-In
I’m in the process of writing a novella, also entitled Ars Magia: Genesis. It is a tie-in with the RPG Maker VX game, also currently under development.
Below is an interactive live demo, where you can read the complete Prologue. The full screen (and easier to read) version is viewable here.
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I’m not sure which came first, novella or game. Perhaps they developed together, as they do go hand in hand. The novella sets the scene for the game and the game continues where the novella ends. That said, I wrote the plot and basic outline for the novella a while ago, then translated it into game format and, as development began, the story – more a preface to the game – evolved.
The novella is far from complete yet, but scheduled release date is March 2011 – if everything goes according to plan. Major updates to the novella will appear here in addition to the game progress.
Below is an interactive live demo, where you can read the complete Prologue. The full screen (and easier to read) version is viewable here.
Free website - Powered By Wix.com
I’m not sure which came first, novella or game. Perhaps they developed together, as they do go hand in hand. The novella sets the scene for the game and the game continues where the novella ends. That said, I wrote the plot and basic outline for the novella a while ago, then translated it into game format and, as development began, the story – more a preface to the game – evolved.
The novella is far from complete yet, but scheduled release date is March 2011 – if everything goes according to plan. Major updates to the novella will appear here in addition to the game progress.
Woodcutting Tutorial - RM2K3
Woodcutting DemoAn accompanying demo is available with this tutorial.
This is how to create a basic woodcutting process in RM2K3, similar to that used in Runescape, but without the experience points gained.
Using the "defaults" from a new Project, first create two common items: Handaxe and Logs.
Also, create a variable to store the number of logs chopped. In this example, 0001:Wood.
Next, create a map and place a few events on it, setting the event graphics to trees. Make sure you name each one differently, as each one also has a matching switch. For this tutorial, I created 4 "tree events", named Tree1, Tree2, Tree3 and Tree4.
Create another event for the Woodcutter, who will give you an axe with which to chop the trees down. In the Woodcutter's Event Commands, we'll need to set it up so that:
The code for this is as follows:
Create 2 pages. In the Event Commands (Page 1), we need to:
On Page 2, set the first switch under "Preconditions" to 0001:Tree1 and the "Event Graphic" to that of a tree stump.
Repeat the steps for the other tree events, changing the name of the switch to match the name of the event, i.e. in event Tree2 the switch name would be Tree2, and so on.
Now, of course, since we only created four trees, but need 10 logs for the tutorial, the trees would need to regrow. For this, we need to create a simple variable-based timer. Set the "Trigger Condition" (on Page 2) to "Parallel Process". In the Event Commands, place the following:
When you've collected 10 logs, speak to the Woodcutter and demo over.
This is how to create a basic woodcutting process in RM2K3, similar to that used in Runescape, but without the experience points gained.
Using the "defaults" from a new Project, first create two common items: Handaxe and Logs.
Also, create a variable to store the number of logs chopped. In this example, 0001:Wood.
Next, create a map and place a few events on it, setting the event graphics to trees. Make sure you name each one differently, as each one also has a matching switch. For this tutorial, I created 4 "tree events", named Tree1, Tree2, Tree3 and Tree4.
Create another event for the Woodcutter, who will give you an axe with which to chop the trees down. In the Woodcutter's Event Commands, we'll need to set it up so that:
- He first checks to see if you have a Handaxe. If not, he'll give you one. If so, he'll tell you how many logs you've chopped.
- If you've collected the required number of logs (in this case 10), he'll congratulate you. If not, continue until you have the number of logs.
The code for this is as follows:
<>Branch if Handaxe Possessed
<>Branch if Var[0001:Wood] is 10
<>Message: Congratulations! You've collected 10 logs.
<>
: Else Handler
<>Message: You've collected \V[1] out of 10 logs.
<>
: End
<>
: Else Handler
<>Message: You don't have an axe! Here, have this one!
<>Change Items: Handaxe 1 Add
<>
: End
The next step is to set up the trees so that they can be chopped down and you'll receive some logs. We'll start with the "Tree1" event.Create 2 pages. In the Event Commands (Page 1), we need to:
- Check once more if you have a Handaxe - you can't chop trees down with your bare hands, after all.
- If not, display an appropriate message.
- If so, change the tree to a stump and add the logs to the inventory, not forgetting to "store" the number of logs possessed.
- Finally, add some sound effects and chop away!
<>Branch if Handaxe Possessed <>Play Sound: Axe Swing <>Wait 1.0 Sec <>Play Sound: Axe Swing <>Wait 1.0 Sec <>Play Sound: Axe Swing <>Wait 1.0 Sec <>Play Sound: Tree Falling <>Switch Operation: [0001:Tree1] ON <>Message: You received some logs. <>Change Items: Logs 1 Add <>Variable Oper: [0001:Wood] + , 1 <> : Else Handler <>Message: You'll need a handaxe to chop this tree. <> : End
On Page 2, set the first switch under "Preconditions" to 0001:Tree1 and the "Event Graphic" to that of a tree stump.
Repeat the steps for the other tree events, changing the name of the switch to match the name of the event, i.e. in event Tree2 the switch name would be Tree2, and so on.
Now, of course, since we only created four trees, but need 10 logs for the tutorial, the trees would need to regrow. For this, we need to create a simple variable-based timer. Set the "Trigger Condition" (on Page 2) to "Parallel Process". In the Event Commands, place the following:
<>Variable Oper: [0002:Seconds] Set , 0 <>Label:1 <>Wait 5.0 Sec <>Variable Oper:[0002:Seconds] + , 1 <>Branch if Var [0002:Seconds is 5 <>Switch Operation: [000:Tree1] OFF <> : Else Handler <>Jump to Label:1 : End <>Repeat for the other Tree events, once again changing the Switch Operation to the corresponding event name.
When you've collected 10 logs, speak to the Woodcutter and demo over.
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Final Fantasy Mystic Quest Battlefield System Tutorial
FFMQ Battlefield Demo
This tutorial teaches how to set up a multi battle system similar to the one used in Final Fantasy Mystic Quest, where you can clear out certain areas (represented by crossed swords in the game). It's a simple method that can easily be adapted for your game.
In the "Events Conditions":
Inn Event
The first is called "Inn" for this tutorial. This is so that you can save or restore HP in between battles. Set the "Trigger Condition" to "Action Key" and the "Event Layer" to "Below".
Battle Event
The next event is "Battle 1" (or something else to your liking), which is where the battles will take place until the monsters are cleared out. Set the "Trigger Condition" to "Touched By Hero" and the "Event Layer" to "Below Hero".
Do the same thing with the other two Conditional Branches, changing the monster party and increasing the value of Randomize each time. The full code should look something like this:
Set the "Event Graphics" to whatever you want for the Inn and Battlefield.
Pre-Define Event
The final event is to pre-define the starting variables.
Make a blank event in one corner with 2 pages. Set the "Trigger Condition" to "Auto-Start".
Page 1
Page 2
Rather than having an autostarting event that predefines the variables, you could make it a "Call Event" instead. That way, you can call it after a victory rather than having to rely on a switch to toggle it on/off.
You could also add a reward after all the monsters have been defeated, such as gold or a "special" item.
Notice: As of 12 November 2009, this entry has been modified for use with RM2K3 (v1.08). It should be easy to adapt for earlier versions or RM2K. A demo is also available (as requested by Drake) from the panel on the right.
This tutorial teaches how to set up a multi battle system similar to the one used in Final Fantasy Mystic Quest, where you can clear out certain areas (represented by crossed swords in the game). It's a simple method that can easily be adapted for your game.
Knowledge Base
- Common Events
- Switches
- Variables
Variables
Set up 3 Variables: Randomize, Num Battles and Battles Left. In this example, the variables are set to 1, 2 and 3 respectively.Common Events
We will only need one Common Event for this (set up in the Database). Let's call it "Battle Check" and set its "Trigger" to "Call".In the "Events Conditions":
- Create a Conditional Branch (with an Else Handler) to check if the variable "Battles Left" is set to zero.
- Under the Conditional Branch, create a message stating that the monsters have been cleared out.
- Change the Switch "Cleared Out 1" to ON.
- Then, under the Else Handler, create another message to display how many battles are remaining. We do this by adding the variable switch, \V[x], where x is the number of the "Battles Left" variable (in this case set to 3).
<>Branch if Var [0003:Battles Left] is 0 <>Message:Monsters cleared out! <>Switch Operation:[0001:Cleared Out 1] ON <> : Else Handler <>Message:Only \V[3] more battles left. <> :End <>
The Map
On the map (where you'd like the multi battles) to take place, we'll need to create several events. For this tutorial we'll only use one battlefield event, but you can modify it for more than one battlefield event.Events
Inn Event
The first is called "Inn" for this tutorial. This is so that you can save or restore HP in between battles. Set the "Trigger Condition" to "Action Key" and the "Event Layer" to "Below".
- Create a message saying, "What would you like to do?" or something similar.
- Show Choices, with the options set as "Restore", "Save" and "Exit".
- Under the "Rest Handler", set the screen tone to all zeroes with a wait time of 0.3s, Complete Healing, create a message that all HP and MP have been restored, and set the screen tone back to normal with a wait time of 0.3s.
- Under the "Save Handler", open the Save Menu.
- For the "Exit Handler", just leave blank.
<>Message:What would you like to do? <>Show Choices: Rest/Save/Exit : [Rest] Handler <>Tint Screen:[R000,G000,B000,S000],0.3 Sec (Wait) <>Full Heal: Entire Party <>Message:HP and MP Restored. <>Tint Screen[R100,G100,B100,S100],0.3 Sec(Wait) <> :[Save] Handler <>Open Save Menu <> :[Exit] Case <> :END Case <>
Battle Event
The next event is "Battle 1" (or something else to your liking), which is where the battles will take place until the monsters are cleared out. Set the "Trigger Condition" to "Touched By Hero" and the "Event Layer" to "Below Hero".
- Change the variable "Randomize" to a random number between 1 and 3.
- Next we will create 3 Condition Branch, each with a different number from 1 through 3. This is to make random monster parties. For this tutorial, we'll use the default Monster Groups: Plains 1, Forest 1 and Desert 1.
- In the first Conditional Branch, which is based on the variable "Randomize" being set to the "same" as 1, start a combat with Plains 1 being set, with the "Defeat Handler" set to "Execute Custom Handler".
- Under the "Victory" condition, set the variable "Battles Left" to subtract 1, then call "Battle Check".
- Under the "Defeat" condition, set a message to display the final score, using the \V commands for the values stored in the "Battles Fought" and "Battles Left" variables. Also create a "Game Over" command here.
- Finally, create a new page and make the &quout;Event Conditions" so that the Switch &quout;Cleared Out 1" is ON. This way, once all the monsters have been defeated there won't be any more.
Do the same thing with the other two Conditional Branches, changing the monster party and increasing the value of Randomize each time. The full code should look something like this:
<>Variable Oper: [0001:Randomize] Set, Rnd [1-3]
<>Branch if Var [0001:Randomize] is 1
<>Enemy Encounter: Normal, Plains 1
: Victory Handler
<>Variable Oper:[0003:Battles Left] - , 1
<>Call Event: Battle Check
<>
: Defeat Handler
<>Message: Final Score
: \V[3] left out of \V[2]
<>Game Over
<>
:END Case
<>
: ELSE Case
<>Branch if Var [0001:Randomize] is 2
<>Enemy Encounter: Normal, Forest 1
: Victory Handler
<>Variable Oper:[0003:Battles Left] - , 1
<>Call Event: Battle Check
<>
: Defeat Handler
<>Message: Final Score
: \V[3] left out of \V[2]
<>Game Over
<>
:END Case
<>
: ELSE Case
<>Branch if Var [0001:Randomize] is 3
<>Enemy Encounter: Normal, Desert 1
: Victory Handler
<>Variable Ch:[xxxx:Battles Left] - , 1
<>Call Event: Battle Check
<>
: DEFEAT
<>Messg:Final Score
: :\V[3] left out of \V[2]
<>Game Over
<>
:END Case
<>
:END Case
<>
:END Case
<>
:END Case
<>
Set the "Event Graphics" to whatever you want for the Inn and Battlefield.
Pre-Define Event
The final event is to pre-define the starting variables.
Make a blank event in one corner with 2 pages. Set the "Trigger Condition" to "Auto-Start".
Page 1
In the "Event Commands":
- Change the "Num Battles" variable to "Other" then the number of battles.
- Change the "Battles Left" variable set to 5 (although you can increase or decrease this amount according to your preference).
- Change the Switch "Battle Setup" to ON.
Page 2
Change the Switch (under "Preconditions") to "Battle Setup" and make sure the "Trigger Condition" is set to "Action Key". That way it won't keep repeating the event.
Modifications
Since this is only a one multi-battle event, you could easily add more by adding more variables (Battle 2, Battle 3, etc.) and changing the command preferences for each.Rather than having an autostarting event that predefines the variables, you could make it a "Call Event" instead. That way, you can call it after a victory rather than having to rely on a switch to toggle it on/off.
You could also add a reward after all the monsters have been defeated, such as gold or a "special" item.
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Popular Posts
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There are quite a few Online Creators for RMXP/RMVX already, mostly Japanese sites. I recently discovered - quite by accident - a French si...
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While going through my bookmarks, I came across a few Faceset Generators, which I thought I'd share. RMVX/RMXP Faceset Generator - I ...
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If you're not a great graphic artist, like me, there are several websites that allow you to create your own, thus: Character Sprite Gene...
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View More Windowskins While playing around with the Windowskin Generator I mentioned in a previous entry, I've created some cool Window...
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If you're looking for some quality sprites, then look no further than Magnus Noctem . Unless otherwise specified, these are RMVX sprites...
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A few RMMV resources have been added today. Game Over Graphics - These have been created with Daz 3D Studio and GIMP , with titles from...
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