I know there is a help file inside the program. I also know there are some good tutorials out there on getting started. What I am wondering if anyone knows of a good read that details out the functions within the maker.
RPG Maker is actually a VERY powerful tool and can do many things with the functions that are given, but having a full understanding of them will help tremendously.
Detailed Manual of Functions in VX Ace
● ARCHIVED · READ-ONLY
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What do you call "the functions within the maker"? The event commands? The icons on the toolbar? The help file does a pretty good job of explaining all of those things. Perhaps you first need to state what you're having trouble understanding so we can see where you're coming from ...
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Pretty much all you need to do is hover your mouse over, basically, anything, and VX will give you a detailed description of what that function does.
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Hmmm, I guess a better way to state it would be to ask if there was anything more comprehensive, perhaps with some examples. Some of the things that I am unsure of how to use properly are: Loops, Action Ratings with the Enemies Action Patterns, Attack Element under Features -->Attack. I am sure some people have other things they are not sure about.
I know there are some good threads, and I am neither too lazy nor do I mind researching each one individually. I was just wondering if such a thing existed in one cohesive package. -
Not really, because it's all built in. The two examples you've mentioned are in different areas - scripting, which is a very extensive and complicated area all on its own, and the way the engine itself is designed, which again is a very broad subject. There really isn't anything (that I know of) that walks you through the whole lot.
Loops are basic programming constructs and you can read about them in many places, not just those targetted at RPG Maker or even Ruby.
Action ratings are very interesting, and could be a bit confusing. But Mako Star is right - if you hover your mouse over, it will explain what they mean and how to set them. Basically it looks at all the actions that are currently available, checks the highest rating, and then chooses any available actions with that rating and those one and two below it. -
Thanks, Shaz. I know there were some other things I was unsure of, but right now, with a small amount of sleep, I cannot remember them. I was just thinking about it on the way to work. I suppose when I come across them again I will research them then ask for clarification if needed.
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I understand your request Shinma... it would be awesome to have a very comprehensive guide to even just the event system in RPG Maker. I had to spend a HUGE amount of time guessing and testing different things to become as knowledgeable as I am now. At this point, I can tell you just about anything event related... but when it comes to scripting, I am still lost.
Using the event system you can accomplish nearly anything... at least as far as the main map scene is concerned.
I can give you a brief list of what, in my opinion, are the MOST valuable tools available regarding events. While it is not what you asked for, it will give you a place to start research from, if you do not know about any of what is mentioned.
byronclaude's Top 10 most important things to know about when eventing with RPG Maker:
1: Switches and Variables... especially Variables
2: Conditional branches - SO MUCH can be done with conditional branches.
3. What are Parallel Process and Autorun - what do each of them do.
4. Call Common Event - Not necessary... but if used, can be extremely valuable and/or free up a lot of time.
5. Label and "Jump to Label" - as far as I am concerned... this is the best Loop available if one is needed.
6. Moving Events: Learn of the 2 (or more) ways to control event movement. Other features besides simple movement can be found here.
7. Event layer: "Below Hero" "Same as Hero" "Above Hero".
8. Working with Pictures.
9. Using events to suppliment map graphics (Example: Part of a Tree from a B thru E tile is to cover a window from a B thru E tile.
10. Using SHIFT-CLICK feature in mapping (while it is not event related, it is extremely valuable especially when using autotiles.
Hopefully this can be of some use! Good luck to ya!
(I may eventually try to write up my own full guide to eventing... lol... .maybe....)
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Hey Byron, thanks for the reply. I think your top 10 is pretty accurate and am happy to say I am pretty versed in most of them. Conditional Branches and Labels are my most recent success, they saved me a ton of work.
I think my biggest hang ups are variables (I know you can do some powerful stuff with them, I just need to study them a bit more) and some of the features within the database, chiefly those under the features box. I think once I get a good grasp of these 2 things I will be much more fluent. Oh, and as I mentioned before, I need to take time to learn the benefits of looping.
Again, thanks for the tips, they are very good! -
Shinma, I do believe you can even 'save' names in variables, and you are right. Variables can help you do a lot of things.
You could start learning about looping with simple eventing, before moving on to more complicated ones. Looping is definitely beneficial in helping you reduce eventing time.
Another thing you would interested to learn is, using the script call function when making conditional branches. -
I dont think I've made an actual map in the past year, so its not something I've ever really bothered learning, but wth is shift click mapping?...
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It's a way of copy/pasting autotiles so that they transfer exactly as you want, rather than reverting to autotile format.
This is a very good tutorial with lots of images to help you. -
Shift map clicking means holding the left shift key while while selecting an area on the map and pasting the selected area on another part of the map(or other maps).
This will maintain the tiles' original shape and will not cause the autotiles to default. -
It's not only for copy pasting tiles as-is, you can also use it for just disabling the auto-tile formatting when changing/placing tiles from the pallet itself.
On-topic: For the basics of RM, you can try to read Andar's tutorial/s -
Thanks for the advice. This is why this community is awesome!
*Edit* I found an item that I could use some extra info on.
In the database, under the Skills tab, on the right hand side in the Damage box, there is the Element drop down. The only description in the help file is: "Element - The element applied to the effect."
I understand most, but what is the difference between Normal Attack, None and Physical Attack? -
The 'None' element is basically like a neutral element. The damage calculations will not be affected by the 'Guard' skill, and if you noticed, you cannot select it from the element drop down window. This is primarily used for restorative skills but can also be used for attack skills that will not be affected by elements or guard.
There is no real difference between the elements 'Normal Attack' and 'Physical Attack' if you are weaponless.
The 'Physical Attack' element is present as the default 'Physical' element.
Some 'items' in the database are required defaults and should not be removed since they are the default settings that the system will look for (unless you add on custom scripts that overwrites this function).
Example:
- Under 'Skills' - The 1st skill will always be the default 'Attack' skill that you find in the battle menu.
- You can change or rename anything here, but the when you select the default 'Attack' in battle. This is what it looks for.
- Under 'Skills' - The 2nd skill will always be the default 'Guard' skill that you find in the battle menu.
- Again, you can change or rename anything here, but this will be the 'skill' used when you select 'Guard' in battle.
- Under 'States' - The 1st state will always be the default 'Death' state for when an actor's or enemy's HP reaches zero.
- Again, you can change or rename anything here, but I doubt most people touch the default settings.
Edit: Read the post below for more information regarding 'Normal Attack' and 'Physical' elements if you are using skills while equipping weapons. -
Nope...There is no real difference between the elements 'Normal Attack' and 'Physical Attack'
None = No element
Normal Attack = Use the element of your equipped weapon
Physical = This is one of the elements found on your elements list just like the others below it. -
I meant without using a weapon equipped with a different element. I should have been clearer on that.
If you used a skill that has 'Normal Attack' element attached to it while you are weaponless, the skill will deal out damage as though you are using a 'Physical' element.
Thanks for pointing that out, I'll adjust my statement to be clearer. -
Nah. If you look at the scripts, if the skill uses Normal Attack element, and you don't have a weapon (or a weapon with no element), it simply regards the element multiplier at 1.0. That is not the same as using Element Number 1 which is named "Physical" by default.
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With all respect to your scripting abilities, I have never said anywhere that I am any kind of scripter so maybe you could point out where in the scripts exactly that I can go to look up that information. Thank you.
And in regards to skills causing damage according to 'Normal Attack' and 'Physical' element while you are weaponless, I have tested this personally, that is why I make that claim.
Try creating an enemy with a resistance to 'Physical' element, and attack it with a skill that has 'Normal Attack' element and another that has 'Physical' element while you are weaponless. -
Ah I found it after searching thru the scripts again. The game seems to be initializing weapons (and maybe actors too) with the element feature defaulted at Element number 1. :)