[RPGMakerVX] Eventing a Cheat System or Cheat Tool. - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Event Systems Database (https://www.save-point.org/forum-38.html) +--- Thread: [RPGMakerVX] Eventing a Cheat System or Cheat Tool. (/thread-3542.html) |
[RPGMakerVX] Eventing a Cheat System or Cheat Tool. - Kail - 06-05-2011 My first ever tutorial be kind please :D It will work in a way that, Whenever you have a certain item in your inventory and activate it. It will bring up a number input. The codes for this can written down in a notepad or anywhere. This is the default codes: Content Hidden Here's the zipped game for you to view how the events go together. http://www.megaupload.com/?d=8CVSBOZH Screenshots: Content Hidden The comments on the event should help you but I will add more info here. To start with you'll need to make the following. 1. Common Event - A common event where the debugger goes. 2. two Variables one you can call Debugger and the other Item Debug. I'll explain how to make a money cheat and then finally an item cheat. The rest should be easy. 1.Begin by creating a Number Input Process. HINT* Content Hidden 3.Inside the conditional branch add 'Change Gold' Next is for Items. Underneath that Conditional Branch. do the same however next you add another Number Input. HINT* Content Hidden You should already have the Item Debug Variable setup. I'll begin with a simple example. To add 99 potions (with the value 1) on the list, when the person types the Number. '001'. Here's what to do: Conditional Branch - Variable - 'Item Select' > Equal to = 1 1 is the value of the potion and also the code that needs to be typed. Inside the conditional branch put the item in. You will need to repeat this with all items you want to have when you test your game. There is more information in the Game itself if you have any questions please ask. I hope I helped. RE: [RPGMakerVX] Eventing a Debugger - xnadvance - 06-05-2011 Hey, good job! Forgot what a evented debugger was for a bit until I saw what you ment in this thread. I make my own evented debug as well for my game for testing. RE: [RPGMakerVX] Eventing a Debugger - Charlie Fleed - 06-05-2011 It's a nice tutorial. I would suggest a different name, as with debugger especially programmers refer to a totally different object. This is more a cheat-code processor... ugly name, I know... RE: [RPGMakerVX] Eventing a Debugger - Kail - 06-05-2011 (06-05-2011, 08:10 AM)Charlie Fleed Wrote: It's a nice tutorial. I would suggest a different name, as with debugger especially programmers refer to a totally different object. This is more a cheat-code processor... ugly name, I know... Thanks for the advice will do. :D RE: [RPGMakerVX] Eventing a Cheat System or Cheat Tool. - RosyPosy - 06-05-2011 I will not be kind just cause its your first ...With that said this is a great tutorial... RE: [RPGMakerVX] Eventing a Cheat System or Cheat Tool. - Pherione - 06-06-2011 Great tut! though I was initially confused. You have to copy the two events to every room you want the event to work right? otherwise, if you use it, it won't function properly? RE: [RPGMakerVX] Eventing a Cheat System or Cheat Tool. - Kail - 06-06-2011 (06-06-2011, 05:41 PM)Pherione Wrote: Great tut!No you don't, If it's a common event you won't have too. As long as you have created the item and as long as you have it in your inventory you can do it anywhere really, If you wanted to make it so that you could obtain the item where ever you are. You can do it with a common event and a Switch. If you want I could do that tut when I'm not busy xP |