I am looking for a way to make item to increase exp or apply a status buff or ailment for a battle or a set amount of battles. I know that it would likely be a state applied to an item but I have not been able to figure it out. I am asking about exp specifically because I cant find a way to edit the gain in the states.
Even if you do not know how to do EXP specifically please still point me to a tutorial or send me a screenshot of how to get a state to achieve the other effects, alternatively point me to a hand holding tutorial for states and I would much appreciated it.
If that explanation is not clear enough I will try and clear it up. Its just late and I'm tired. :D
Example item
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Cursed Talisman Adds Poison, Blind for three battles and increased Exp for these battles by 300%
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Keep in mind I am new so if I am missing something simple please point it out with a minimum of taunting. :D
I am assuming there is a script or something on RPG Maker VX to do that already but I am having trouble finding it.
Thanks all!
Seraphoenix
Status Effect Lengths
● ARCHIVED · READ-ONLY
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Look, it may sound tupid, but I think you'll need two common events for this, one to be called that just turns on a switch and one Parallel Process activated by this switch. Unfortunatelly skills don't just activate switches anymore, that's why we needed the first common event.
Also the states you want (experience is controlled by the EXR Sp-Parameter).
And two variables
Now, put on the Parallel Process event: Set variable 1 to the number of battles, a loop and, under the loop, turn off the switch.
Inside the loop, set variable 2 also to number of battles, subtract variable 1 from it then a conditional that if variable 2 is higher than 3 then remove the states and break loop, and then a wait outside the conditional branch but still in the loop add a wait to avoid lagging the game. -
Thanks Waterguy sorry to be a pain, any chance you can give me an example of how to do this, im still quite new to this and it sounds fairly complex.
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Er... my rpg maker isn't in english, would that be a problem?
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I will translate it i just need a general idea of how to apply it / what code to use :D
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Thanks ill get back to this post as soon as I have a chance to give it a go.
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"please note I have event based fights in my project not random encounters, might this be effecting how the battle count is taken?"
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One thing I forgot to mention is that, besides activating the common effect, the item should be giving the states... sorry...
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Sweet managed to get it to work. But before I ask for the topic close is there anyway to get the updated amount of exp to show at the end of battle rather than just in the player status.
EX Party beats slime gains 6xp however that item ups it to 18 but it doesn't show in the end battle text.
Thanks loads already for the help Waterguy i doubt I am any use to help you but if ya ever need anything just let me know. -
Oops seems I was optimistic, turns out it is not working the status wont remove :(
Here is what I currently have.
https://www.dropbox.com/s/oexkknlrsjpkmdj/Screenshot%202014-06-28%2022.49.24.png
https://www.dropbox.com/s/5qobnzagoxocqu9/Screenshot%202014-06-28%2022.49.09.png
https://www.dropbox.com/s/7h1wl7q4uyy79d6/Screenshot%202014-06-28%2022.49.14.png
https://www.dropbox.com/s/adqoxpoalmkhvm5/Screenshot%202014-06-28%2022.49.34.png -
Sorry, I have no idea why it doesn't seem to remove, your events seem perfect to me... Anyone else has an idea?
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"please note I have event based fights in my project not random encounters, might this be effecting how the battle count is taken?"
I am not sure if this could be causing the problem but I am thinking there may be a solution to it as well is there any way I can get it to manually count the battle after an event based fight. "please find attached the code controlling a combat event."
https://www.dropbox.com/s/fr476kiwebap2oy/Screenshot%202014-06-29%2001.24.32.png
Event page B is just a common event controlling respawn. -
Okay I have been trying to figure this out the only way I can get it to work is if I add in something to manually increase the battle count variable with each fight however this means the item only works once because there is no way to control the count when the item is not in use which means even if i reset the count at the end of the common event for the cursed talisman then it would keep counting the variable up when its not in use. "I think" im by no means an expert.
I can pretty much draw the conclusion that the battle count is not automated for my event scripted fights so does anyone have any ideas how to work around this and get the original idea to work? I would much appreciate any help been stuck on this for days. -
checked the scripts and it should count even if the battle is called...
But if every battle is called, instead of setting a variable as number of battles you could just make a variable add 1 to every battle... -
I did that, that is how i got it to work what happens is
1: The effect is applied
2 It lasts three battles
3 The status is removed
4 I re apply the item and the status goes away.
If the called battles should work normally anyway
Maybe the original script for the common event is not counting the battle count variable correctly?
Also just a thought but rather than the current way could there be a way to have it count a variable down from 3 - 0 per battle when it reaches 0 it removes the effect?
That way it would always reset the amount of battles to three every time the item is used?
Im kind of just grasping at ideas here i have only a little knowledge of the way the coding works and how the process needs to be. I dont think anyone else knows this either as we are the only ones posting :p -
sure, go ahead and try, mine was just an idea, maybe yours will turn out better
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Mines just an idea to I don't know how to do it practically, I don't know the code well enough :( That's why i asked you for an example first time. I have been poking it for the last couple of days trying to get it to work. But i just cant get my head around the process order.
Tried resetting both variables at the start of the status activate no luck...
Tried resetting both variables at the start of the main common event it applied once came off applied again then wouldn't come off...
Tried resetting both variables at the end of the common event just after the repeat, no luck... -
Bump :/
Still no luck im completely stumped I want this effect for quite a few of my items so if anyone has any ideas at all please voice them -
bump
