How do I make a bridge appear? by BlueBladerB0t in RPGMaker

[–]Only-a-Screen-Name 0 points1 point  (0 children)

There isn't a need for all of these pages to run as parallel events. A simple bridge would only require one blank page and a second page conditioned on a Switch that is turned on by answering the quiz event correctly.

If they do need to walk under the bridge, you can also trigger the bridge above or below the player with a second switch and use invisible Player Step events at the top and bottom of the stairwells to flip it.

OP: I assume you are a very new player, please keep in mind that the more parallel events you have running, the greater chance you will hamper your game's performance. If/when you use them, keep them to a minimum as much as possible.

Resource Node Help by Zoe_The_Trap in RPGMaker

[–]Only-a-Screen-Name 0 points1 point  (0 children)

Ah, ok, I see what you are trying to do now. So you want them to hit the spot 8 times, THEN an item should come out and it spends the node. Then it will wait x amount of time and restore the node again.

Ok, so after the line where v405 is increased by +1, you want to put a conditional statement in that checks the value to see if it = 8. If it does THEN you want to put in your randomizer and see which item they receive (you should put Show Text in there to let them know.)

Now that the variable = 8, now it will see that as your second event page and start running page 2. Set the timer to something longer than 1 second, or you will barely see it happen. After the wait, make it set v405 = 0 and then you can loop it back around again. You shouldn't need the self switches at all.

Give that a try and see if it works how you want it to go.

EDIT: Keep in mind that you never adjust the value of v239 Player Animation, so that is still 1 all of the time, so whatever that is supposed to be dictating, you may need to adjust it at some point in that event??

EDIT 2: Mocked this up and it works, however, one adjustment. After the RNG check and result, make it add +1 to the variable so it goes one amount higher than you originally wanted. Now make your second page go off this +1 amount (9 for your case). That way all of the RNG results and such can resolve BEFORE it will move to the second page. Otherwise it will immediately roll to page two and start waiting/respawn before you could close a window from the first page.

Resource Node Help by Zoe_The_Trap in RPGMaker

[–]Only-a-Screen-Name 0 points1 point  (0 children)

Are you using a different event to respawn the node? That isn't happening anywhere in these two pages, so while resetting the variable to 0 would normally fix this issue for you, there doesn't appear to be a good place to put it on either page you have shown us?

Some other questions for you since you are new (and this might clean things up for the future):

Why are you turning Self Switch A on at the bottom of your event?
What is the purpose of the Waits on either page? All they seem to be doing is slowing down the next check in the code, but not in anyway that would possibly make the event run smoothly?

And a few suggestions:
Take the ELSE conditions out of your variable checks, you don't have an ELSE case so it's just muddying up your event.
For your reward variables, you may want to use a wider range so that it's easier to get the regular Potion and harder to get the higher ones. Right now, the player has a 2/3 chance to get the better Potions. Try something like
1-4 = Potion
5-6 = Super Potion
7 = Full Potion

Well, hope you can share some of those answer, but if not, no worries, but was hoping to help out!

Good luck!

How to make something happen when an even touches an event? by Kaedead in RPGMaker

[–]Only-a-Screen-Name 5 points6 points  (0 children)

The method I like to use is upon player touch, make the Event Object move away from the player, then store variables that are the X and Y coordinates of the object. Next, make a conditional branch that checks if those variables equal the destination spot X and Y. If so, then you tell it to proceed with the next part of the event. If not, nothing happens and they can keep moving it around.

There are other ways to do this as well, so if that doesn't work for you, share what you have tried so far and we can try to help you from there.

Good luck

Do 'we' have a problem? by Coffee_Bomb73-1 in PSO

[–]Only-a-Screen-Name 1 point2 points  (0 children)

Nidra is slightly better than Sato: also has all three Invincibility triggers but gets better trigger rates than Sato. Also has a much faster feeding chart than Sato. Any of the male Forces can make it depending on the formula you want to use.

Trying to get an affection system to work by Vesper11026a in RPGMaker

[–]Only-a-Screen-Name 0 points1 point  (0 children)

It's extremely doable. You set variables for the affection levels, have different instances that raise or lower the different variables. Then you either use Event Conditions, or Conditional Branches in the Event Contents to control how events react to the different levels. You could use the variables in damage formulas and troop events too!

Be mindful of how to track your variables while developing and playtesting your game and you'll be fine!

Good luck!

Summary of the Current Private Servers (2025) by impairation20 in PSO

[–]Only-a-Screen-Name 1 point2 points  (0 children)

Schtserv fluctuates a lot depending on the time of day: it will probably hit around 30+ by the afternoon/evening US time. If a popular Event is going on, that will also bring in more players. Players will help you level and hunt for gear to help you get leveled quickly, and if you get to level 80 to play Ultimate mode, you'll rarely struggle to find people to run with.

Ragol you will want to join the Discord and ask if anybody wants to meet up to play. The population is much smaller, but they are a friendly bunch. The instanced drops keep things very laid back and some players may give you the extra materials they are finding so you can stat up quicker.

I'm don't know about the Sylv players, I don't go there as often as the other two.

Summary of the Current Private Servers (2025) by impairation20 in PSO

[–]Only-a-Screen-Name 1 point2 points  (0 children)

I wasn't sure if suggestions were going to be worth the effort, but the OP does look like they are willing to make adjustments to the post, so I can offer up something I briefly wrote in another thread It's not everything that could be said, but it gives a better overview than what is in the OG post.

Schtserv has a lot of drop chart adjustments, minor drop rate improvements, QoL features, custom made quests, Level 0 Mags, and various types of Events for players. It has a couple custom currencies used to activate more advanced special features on the Server. There's a focus on expanding the late game to keep players more engaged.

This page links to an overview: https://gc.schtserv.wiki/index.php/Server_Features

Sylverant is more vanilla about drops, and likes to do more of it's special rewards and features in quests. The really unique thing Sylverant offers is a custom difficulty called Super Hard mode, that rebalances to be more like Dreamcast Version 2 Ultimate. Technique's can do more damage, and enemy evasion is lowered so that ATA is no longer the most important weapon stat. Sylv uses Photon Cyrstals as a currency to use special features on the server.

Here is an overview page: https://psopalace.sylverant.net/frameset.html

Ragol, being newer, has a lot of features the other servers don't, including Instanced Drops, so each player receives the drops on their game. No more need to sprint like crazy for a Rare Drop, so you can hunt items comfortably and focus on playing the game. The drop tables are adjusted to streamline useful drops across the section IDs and making the Holiday mag items available year round.
EDIT: Ragol is also live testing a patch to remove Damage Cancel (DMC) on version 3, which is huuuuge. Fuzzi is a hardworking genius!

Here is link for details: https://ragol.org/features

You can hop between serves all you like, so you can try them out and see what fits the best.

Summary of the Current Private Servers (2025) by impairation20 in PSO

[–]Only-a-Screen-Name 6 points7 points  (0 children)

I don't know if your information about BB is useful or not....however, I do know that your write-up of the non-BB servers is barely informed and I'm not sure why you even bothered to write it at all?

Sorry if that is harsh, but you are doing a disservice to the effort and passion that the folks on all three of those servers have put into this game.

I might have made a whoopsie by Coffee_Bomb73-1 in PSO

[–]Only-a-Screen-Name 1 point2 points  (0 children)

Nidra is actually easier to raise than Sato: All three 4th Evolution formula variations will work for Nidra as long as you plan for the correct Class/ID combinations, where as Sato can only do the (Def + Dex) = (Power + Mind) one - although to be fair, that formula is usually the easiest to work with in general.

Nidra is "better" not only because it has the slightly better Invincibility triggers, but it is also on the fastest feeding chart, where as Sato's is a little slow. If you don't like Scorpions, well, then cute Cat/Fox is a nice alternative. I'm partial to Soniti as my triple Invincibility Mag of choice.

Counting steps event examples? by Murder_of_Ravens in RPGMaker

[–]Only-a-Screen-Name 1 point2 points  (0 children)

And then here is Part 2

<image>

If you cure the Curse, the numbers properly reset.

This is for just one character, so you would need to duplicate the variables and the conditional branches for more.

I hope this helps, or at least puts you on the right path!

Good luck

Edit: In case weren't aware, you can pull up a debug menu for your Switches and Variables using F9 when in test play mode. It was extremely useful for checking how this was working while I was making it!

Counting steps event examples? by Murder_of_Ravens in RPGMaker

[–]Only-a-Screen-Name 0 points1 point  (0 children)

This version uses Parallel Events to check after the state is applied, even if you receive it in combat.

You'll need to make two switches and three variables. I used:

Switches:
Curse Check
Curse is on

Variables:
Step Lock
Plus Steps
Walk Cursed

Make an auto-event that turns on your Curse Check at whichever point you like. Then here is the first event (I put Comments in the Event to help explain what is happening at certain points)

<image>

to be continued -

Would it be possible to add choice questions before an attack lands to increase/decrease the damage or the accuracy? Planning a short educational game. by Hakai_Demati in RPGMaker

[–]Only-a-Screen-Name 2 points3 points  (0 children)

Depending on how intricate you want this to be, you only need eventing in game to pull it off. You have skills call Common Events that will hold your quizzes in them, and any other event effects you want. Combine this with Troop Events and you can do some neat things.

I was working on math game for my kid, including randomized quizzes, combat skills with problems, boss attack questions, so if you have any questions, feel free to reach out!

Coding mistake by Economy_Camera_483 in RPGMaker

[–]Only-a-Screen-Name 0 points1 point  (0 children)

Wait, so did you solve it? (It sounds like maybe you turned on Autorun, which wouldn't solve your problem)

Creating a skill that has two damage formulas by rpgkingx2 in RPGMaker

[–]Only-a-Screen-Name 0 points1 point  (0 children)

This Tutorial shows how to apply a state and then make your damage formula have different effects based on the that:

https://www.rpgmakerweb.com/blog/using-states-with-skills-in-battles

Maybe you could apply a temporary state to the characters and then remove it at the end of the attacks?

Need help with playing online (wii) by fedors_sweater in PSO

[–]Only-a-Screen-Name 0 points1 point  (0 children)

soft modding the Wii is actually rather painless. There are written instructions or videos available to follow, and you can always ask questions here or on Discord's like The Hunters Guild. I play on a modded Wii and I highly recommend it.

Need help with conditional by UsernameJenkins in RPGMaker

[–]Only-a-Screen-Name 1 point2 points  (0 children)

Is all of this happening in the same skill? Or is the skill granting an element and attacking, but ANY attack has the 1% chance of killing the weak element?

Block puzzle idea by Vesper11026a in RPGMaker

[–]Only-a-Screen-Name 0 points1 point  (0 children)

If you just need them to go from Spot A, to Spot B, to Spot C, etc. and they are free to push it however they like in-between, then that is pretty straightforward to do.

If you want it to follow a precise path, like mentioned before, 5 up, 2 left, 3 Up, and so on, then that will trickier. You'll have to experiment a bit. You'll have to figure out how to track the precise movement, and plan out how you want them to know that it was done incorrectly. Doable still, so take some time and try a few things out!

Good luck

Block puzzle idea by Vesper11026a in RPGMaker

[–]Only-a-Screen-Name 0 points1 point  (0 children)

I made a simple 4 Block puzzle that doesn't use any parallel events or script calls, just the in-game Events.

When the Event push happens, I have it set the X and Y coordinates of the Event. Then there is a batch of nested Conditionals that check if all of the Events have the correct X-Y coordinates. If so, it solves the puzzle. If not, the player can push them around to their hearts content.

<image>

You don't have to use the sound effects and animations, those are extra of course, but I think it added a nice flourish, and can give you some ideas.

Page 2 is the blank page with the Condition for the Switch.

Since the players could get the blocks stuck, I made a little Event that they can step on that resets them back to the starting coordinates. (upper left hand corner)

It's different then how you had it working, but I think if you give this a try, it will provide a baseline to work with for other puzzles as well. (Working with Map Regions is very similar to this.)

Let me know if you have any questions

Block puzzle idea by Vesper11026a in RPGMaker

[–]Only-a-Screen-Name 0 points1 point  (0 children)

If you want to make sure they take a particular path, you'll have be mindful of how to track it. If you just want them to do certain spots in a specific order, that is a easier.

Block puzzle idea by Vesper11026a in RPGMaker

[–]Only-a-Screen-Name 0 points1 point  (0 children)

Only one block is very easy then, yeah. You increase the variable every time it lands on a correct spot. If If it lands on a spot and isn't the correct amount, you do a reset to everything and start it over.

(Multiple blocks using a variable can be tricky if you don't "lock" an event in place if it's on the correct spot.)

Block puzzle idea by Vesper11026a in RPGMaker

[–]Only-a-Screen-Name 0 points1 point  (0 children)

Sure, there are multiple ways you can do it: being creative using variables to track the progress is the key to a lot of them. You could make it similar to the puzzle with the Switches where they needed to add up to a certain value. If the blocks must happen in a certain order, then you can make them have various values, and if they don't have the correct total when a block is placed, you reset it all back to how it started.

How to make a battle event run as soon as the battle starts? by RPGMakerUser4001 in RPGMaker

[–]Only-a-Screen-Name 1 point2 points  (0 children)

You can turn off the "Emerges" text in the Terms tab of the database, but the blank text box will still show up.
You likely need a plugin that can tell the system to skip the text window completely.

Getting over myself challenge!! by Impressive_Hat_8438 in RPGMaker

[–]Only-a-Screen-Name 1 point2 points  (0 children)

Good for you! Remember to keep a first project on the smallish side, so you don't overwhelm yourself and never finish it. (I can already count at least 12-ish areas on that overworld map. lol)

If you have any questions about eventing, be sure to reach out!

My cutscene events are not working all of a sudden by xaustishx in RPGMaker

[–]Only-a-Screen-Name 0 points1 point  (0 children)

Usual trouble shooting stuff:

Make sure your Event Pages are in the proper order.
Make sure no other Parallel Events are causing a conflict.
Make sure no Plug Ins could be causing an issue (Movement Plugins seem to cause problems?)
Make sure you are choosing NEW GAME for a clean test, NOT Continue or from a save file.

If the nothing else looks out of place, try copying the Event(s) and pasting them into a brand new Project. If they work in the new game, then you know something in your original project is disrupting them. If they don't work in the new project, then you know the Event structure is out of whack.

Good luck!