Setting steps equal to zero

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Started by poopsmith39 5 posts View original ↗
  1. Hi everyone!

    I just recently bought RPG Maker VX Ace and I am loving it. I just have a quick question. Is it possible to set game data like Steps equal to zero using a common event? Basically I want my game areas to scale as my characters level, so instead of using maps and region ID to set up battles, I am using common events. I want for each time my characters enter a new room, for Steps to be reset to zero. Is this at all possible using common events? This would also allow for a sense that a room is cleared and the player could then search it at their leisure or make decisions on what to do. The closest example I can think of for what I want it to do is The Binding of Isaac (if you haven't played it, you basically enter a room, kill the enemies, then the room is cleared and you can head back to it and the enemies are still dead).

    Anyway I hope I am posting this in the right place and will be grateful for any responses. I have already learned so much reading through different parts of these forums, and am excited by what seems to be an expanding community.

    Thanks!
  2. you could always use a variable for that
  3. Just for the sake of clarity - I assume that you are going to be having random battles, rather than visible, evented battles?

    If random, then there is an easier way than setting steps to zero - or easier in my opinion!  At the end of your dungeon, where you think the player will have fought enough, have something (e.g. a crystal) that the player can interact with.  Tell them that doing so will turn enemies/monster off.  Perhaps give them to choice to continue fighting a bit longer?  They might want to level up.  In the event command menu, third tab, select 'Change Encounter'.  Select 'Disable'.  Then possibly on your transfer event out of the dungeon, select that command again and this time choose 'Enable'.  Until you do that no enemies will appear anywhere.
  4. Wow thanks for the quick response! That's a good idea! I'll have to give it a try. Thank you very much. I always get too focused on how I want the mechanics to work, and fail to realize that there is usually an easier solution :)
  5. Back to your original question:


    No, the only way to reset the steps from game data is to start a new game - they're counting the steps done in the current game.


    What you do instead is store the game data steps into a variable when you enter a map (or whenever you want) and then you use a different variable with a substraction of the first from the current steps to determine how many steps were taken after the last storng of the current steps.