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Common Questions

I have decided to create this thread to explain how to do some things that I've seen asked about repeatedly, both here (even though it's the wrong section) and in general support, as well as in random other areas.  I hope I don't repeat anything from other tutorials.  If you want something to be added to the list, please PM me to keep the thread from being filled with requests.  Please don't request something that I'm working on.  Only questions or comments should be posted in this thread.  I may eventually need to split some of these off into separate tutorials, but for now they will all be contained in one thread.

Index
Super Simple
Title Screen, Tilesets, Windowskins, etc. (VX)
Adding Scripts (XP/VX)
Taking a Screenshot (XP/VX)
Last Resort - saving your work when there is a glitch or corruption (XP/VX)

Simple
Changing Modes - ending autorun events, changing graphic (XP/VX)

Intermediate
Common Events and Triggers (XP/VX)

Advanced
Weapon Skills - how to make players learn skills based on weapon equipped (XP/VX)

_____________________________________________________

Super Simple
Of course, one thing that can make a game stand out is its graphics.  I've seen numerous threads about how to change the title screen in VX, so I'm going to explain how along with how to incorporate other system graphics.  The first thing you have to do is locate the Resource Manager.
http://img518.imageshack.us/img518/1362/60394754vu7.th.png[/img]
(Click to enlarge)

The box circled in red is the Resource Manager.  Click on this and you'll see a list of files on the left and a list of materials on the right.  Find the file that is named Graphics/System (VX) and click on it.  The system graphics for RMXP have been further broken down into Graphics/Title, Graphics/Windowskin, etc., but it's the same thing except for where to find/place it.  On the right, you'll see the list of graphics which are used throughout the game - the title screen, tilesets, windowskin, gameover screen, etc.  To see what each one looks like, highlight the material and click Preview... on the right. 

It's always good to click Export... on what you want to change, save it to your computer, and opening it with your editor before making a custom graphic so you have a template to work with.  After you have the graphic, to include it to take the place of one of the default graphics, you'll need to rename the graphic to what is shown in the Resource Manager.  For example, if you want a new title screen, you should name the file that you're going to use Title.  This is essential for RMVX, but the file can be named differently in RMXP.

Once this is done, click on the import button when under Graphics/System and choose the file you've named.  You'll notice that whichever graphic you replaced will be moved to the top on the right and the small circle next to it will change from blue to orange.  If you click preview, you'll notice that it now displays your custom graphic.  In RMXP, you need to go into the Database (icon to the left of Resource Manager), go into the System tab, and set the graphic in there.  That's it!  You've now replaced a system graphic with your own custom graphic!  Of course, I recommend testing the game to make sure everything aligns as it should.

Scripts are used usually for things that can't be done with events.  They are often used for complex things such as battle systems, but sometimes come in the form of add-ons (things that are additional and don't replace default scripts).  You'll need to locate the Script Editor box.
http://img90.imageshack.us/img90/7728/60974308vc0.th.png[/img]
(Click to enlarge)

The box circled with red is the Script Editor.  Click on it to be brought to a large white box on the right with a list of scripts to the left.  This next part splits between XP and VX, but the idea is the same.

XP
Scroll all the way down to on the left until you find Main.  Right click on it and choose Insert... to create a new section above Main.  You'll automatically be brought to the new, blank line on the left.  The change this, type the name of the script into the Name: box below the list.  This does not affect the script's function.  It's used for organization.  Now, copy the script you want to use and paste it in the large white box on the right.  That's it!  There are a couple of things to keep in mind, though.  First, if the creator of a script specifies where to place a script, you should follow those directions instead of these.  Secondly, if you're looking for a script, you should browse the Submitted Scripts forum or use the search function if you want something specific.  I will not provide scripts here.

VX
Scroll all the way down to on the left until you find (Insert here) below Materials.  Right click on it and choose Insert... to create a new section above (Insert here).  You'll automatically be brought to the new, blank line on the left.  The change this, type the name of the script into the Name: box below the list.  This does not affect the script's function.  It's used for organization.  Now, copy the script you want to use and paste it in the large white box on the right.  That's it!  There are a couple of things to keep in mind, though.  First, if the creator of a script specifies where to place a script, you should follow those directions instead of these.  Secondly, if you're looking for a script, you should browse the Submitted Scripts forum or use the search function if you want something specific.  I will not provide scripts here.

This is one of the most helpful things to know when trying to make a game thread or get help.  I'll explain the process step-by-step.

1. Find the PrtSc button on your keyboard.  It is usually found above SysRq (they are both on the same key).

2. Get the screen you want to take a picture of, hold Shift and press the PrtSc button.

3. Open a picture editing program such as MS Paint and click Edit > Paste.  Save the file onto your computer somewhere.  You can delete it after it's uploaded, so I usually put it on my desktop.

4. Create an account on an image hosting site if you haven't already.  The ones I use are Photobucket and ImageShack.  Find the Upload Image button and choose the picture you want to upload.

5. Find the Image Code (the one that looks either like this (IMG). . .(/IMG) or this (URL=. . .)(IMG). . .(/IMG)(/URL) *Replace the () with []).  Copy this and paste it where you want the image to be displayed.

And that's it!  It's always a good idea to include a screenshot when asking for help.

I've seen quite a few people have trouble with their game after they spent so much time on it.  They post a general support topic, but there isn't anything they can do.  Most of the time they say "I have to start over, then?"  The answer is no.  This will teach you how to transfer data from one game to another when you run into problems.

First, open up the original game folder and the new one.  They should look something like this:

http://img529.imageshack.us/img529/7865/44520265iv0.th.png[/img]

In the original, go into the folder labeled "Data", and you should find something similar to this:

http://img529.imageshack.us/img529/1168/39552736yl0.th.png[/img]

Each one of these files contains the information that you've been altering throughout the game creation process.  Now, if you just wanted to copy the game exactly, you'd select all of these files, copy, and paste them into the new game folder, replacing the old files.  However, in most cases, one of these files is creating the problem.  It's usually the "Scripts" file, so you would copy every file except that one into the new game, but the problem file is sometimes unidentifiable, in which case you would copy/paste each one individually until you find the problem.  This is a last resort, which means it takes a while, but not as long as re-creating everything.  Sometimes, the entire game folder can become corrupted, in which case this wouldn't work, but in most cases, this is an effective way to save yourself a lot of time.
 
Simple
Changing modes is an essential part of any advanced RPG.  It's used a lot to end autorun events so they don't repeat and to change a character graphic, usually to make the character disappear.  I'll be working with an autorun event that includes character change so I'll be "killing two birds with one stone".

Firstly, create what you want the autorun to do.  The common autorun includes move routes, text, and animations and are usually used for introductions or important scenes.

http://img158.imageshack.us/img158/7105/21918125go8.th.png[/img]
(Click to enlarge)

Take note of the two things I've circled in red.  The bottom left one, trigger, is going to be covered further in this thread.  For those dramatic scenes you want, you'll need autorun.  Secondly, I circled the part where I turned Self Switch A on.  I'll go into a basic explanation of how switches and self switches work.

Self switches are specific to an event.  If you turn the self switch on for this event, for example, it will have no effect on other events.  However, switches can be used for other events.  A regular switch has a broader range and should be used for things that affect more than just one character or event.

Now that I've turned on the self switch, I need to click New Event Page and make it start after self switch A is on.

http://img403.imageshack.us/img403/9519/13038489ca1.th.png[/img]
(Click to enlarge)

The conditions is now set to when Self Switch A is on, which means it will start after I turned self switch A on.  If you're using a regular switch, you'd instead check Switch ___ is on and choose the switch you activated.  Noticed how I didn't change the graphic?  This means that the graphic will disappear after self switch A is on.  I could have done it more smoothly, but this is basically how you'd change modes.
 
Intermediate
This section will explain what common events are and the triggers of events.  I'm going to start with triggers, since they apply to both regular events and common events, then hone in on common events.

Triggers:
Action Button - The event will activate when the player pushes the action button in the game.  It's commonly used for NPCs and examinable object (ex: pressing the action button next to a bookcase starts a conversation).  In RMVX, make sure the event's priority is set to Same as Characters, or the action button won't work unless the player is on top of the event.

Player Touch - The event activates when the player touches the event.  The most common uses are cutscene activation (place the event in a place the player will walk to start it), transfer between maps, and switches.  When the character walks over or bumps into the event (depending on priority), the event will activate.

Event Touch - Event touch is the same as player touch only it will activate if it is touched by other events as well as when the player touches it.

Autorun - Autorun is used mostly for cutscenes.  When the player enters the map the autorun is on, the event will activate, making the player wait until the event is finished.  Just make sure you change modes afterwards (see Changing Modes under Simple).

Parallel Process - This is the trigger that people seem to encounter the most problems with.  Parallel process works like autorun, only it doesn't wait for the event to finish.  In other words, the player will still be able to move around while the event is going through its commands.  On maps, it can be used for things such as a crystal that you want to show an animation every 9 seconds which doesn't interfere with the player's actions.  Another thing this is good for is changing something before the map appears.  Unlike Autorun, it doesn't wait for the map to appear, which means you'll be able to do stuff like change which direction the player is facing on the starting map.  Just make sure you change modes afterwards if you don't want it to repeat (see Changing Modes under Simple).  Also, keep in mind that parallel process only works on maps.


Common Events
Common events, unlike regular events, work on all maps.  They can also be attached to skills and items.  Common events that are parallel process are quite common and come into play in when making weapon skills, changing from day to night, or whenever you want the event to be active and working at all times.  Conditional branches are very popular in parallel common events.  Autorun is something I've never encountered a need to use, but it is still an option.  Both autorun and parallel process common events activate after a switch is turned on.  If you want them to activate as soon as the game starts, you can create an autorun on the starting map which will turn the switch on and then change modes (see Changing Modes under Simple).

Unlike normal events, common events have the trigger None.  This means that they will only activate when they are called upon by a skill, item, or event.  For items and skills, this allows the creator to do things that would otherwise be impossible to do with a skill or item, such as change the graphic of the player or damage/heal based on a variable.  It's a very useful function that I suggest you use at least once to give your game something special to make it stand out.
 
Advanced
This will teach you how to give a character a skill based on an equipped weapon.  It works the same as a script except for one flaw – it doesn't update the skills until you exit the menu and re-open it.  This isn't a major problem, and if it doesn't bother you, this is perfect for you.  I'm using VX to go through this, so the command names might differ for XP, but it does the same thing in both programs.

First, create a common event that runs as a parallel process and choose a switch to activate it.  Now, create a conditional branch that uses the "If Actor ____ has ___ equipped" command.  Select the actor you wish to give the skill to and the weapon that gives the skill.  Be sure to include the "Set handling when conditions do not apply: option.  Now, under True, use the "Change Skills" command to give the actor the skill that the weapon contains.  Under False, remove that skill.

http://img186.imageshack.us/img186/5855/31681318pr4.th.png[/img]

This process can be repeated for as many characters and/or weapons as you want.  This could also be used for armor, accessories, and even items in the inventory.  That's all there is to it!
 
There is also another simple way to change Title[vx]... Its something to do with scripts but still its simple ( I could do it.. )lemme Explain....

Go To scripts and go all the way to Scene_Title And find
Code:
 * Create Title Graphic
Now you there got just a few lines down to see this
Code:
 @sprite.bitmap = Cache.system("Title")
You see where ("Title") is? Well change JUST Title to the name of your title screen. Oh and Make sure you put the title in your System folder. Check the Demo and.. Yay you did it!

Yea also i think you should place The Tuts in different spoilers. Cuz for a second i thought the addign scripts was connected to the Title screen.
 
You know what the most irritating words are?  "To be added" and "Coming soon."  I honestly abhor trying to read a tutorial that seems incomplete, and this... seems very incomplete.

I would suggest that, in the future, you put a bit more together before posting OR just post seperate tutorials.  The title 'Common Questions' tells the reader nothing other than that this will cover some common questions.  Is someone going to walk into a store if they don't know what's in it?

As for the tutorial you posted already...not bad.
 
Ryanna":2pvb8dlf said:
There is also another simple way to change Title[vx]... Its something to do with scripts but still its simple ( I could do it.. )lemme Explain....

Go To scripts and go all the way to Scene_Title And find
Code:
 * Create Title Graphic
Now you there got just a few lines down to see this
Code:
 @sprite.bitmap = Cache.system("Title")
You see where ("Title") is? Well change JUST Title to the name of your title screen. Oh and Make sure you put the title in your System folder. Check the Demo and.. Yay you did it!

Yea also i think you should place The Tuts in different spoilers. Cuz for a second i thought the addign scripts was connected to the Title screen.
I actually discovered that yesterday, but I try to keep people from changing scripts as much as possible.  It can lead to some confusion and some don't feel comfortable with changing default scripts.  I took the spoiler advice. :thumb:

AbyssalLord":2pvb8dlf said:
You know what the most irritating words are?  "To be added" and "Coming soon."  I honestly abhor trying to read a tutorial that seems incomplete, and this... seems very incomplete.

I would suggest that, in the future, you put a bit more together before posting OR just post seperate tutorials.  The title 'Common Questions' tells the reader nothing other than that this will cover some common questions.  Is someone going to walk into a store if they don't know what's in it?

As for the tutorial you posted already...not bad.
I'm sorry about the incomplete thing.  I started this at 1 a.m., which wasn't a good idea.  I got tired before I could finish what I had planned out.  The title is a work in progress, but I think one tutorial is efficient because, by themselves, most of the explanations wouldn't be long enough for their own tutorial.
 
I see.  As for length, I feel that a tutorial does not need to be very long (although most good ones are).  I think one should post a tutorial, not based on length, but based on two questions:

"Have I explained this thoroughly and in an understandable manner?" and
"Is this common knowledge to most people?"

If it's not thorough and understandable, then one must redo it.  If it's common knowlege, it's a waste of spae and should not be posted.

If a tutorial follows those guidelines, length should not be a factor.
 
AbyssalLord":3p6esnbk said:
I see.  As for length, I feel that a tutorial does not need to be very long (although most good ones are).  I think one should post a tutorial, not based on length, but based on two questions:

"Have I explained this thoroughly and in an understandable manner?" and
"Is this common knowledge to most people?"

If it's not thorough and understandable, then one must redo it.  If it's common knowlege, it's a waste of spae and should not be posted.

If a tutorial follows those guidelines, length should not be a factor.
While this is true, I do not wish to overload the tutorial section.  Some things are pretty basic, but they have been asked about a lot, so I've created a thread to hopefully deal with the repeating questions.  It's much easier just to contain most of them here.  I think of it like double-posting: if you need to respond to two questions, why make two consecutive posts?
 
I've finally gotten around to adding the Weapon Skills tutorial and I also added a Last Resort tutorial.  Everything should be correct and easy to understand, but tell me if I need to explain things better or made an error.
 

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