VISUAL EFFECTS EDITOR GUIDE
For RPGMaker 2 by Agetec and Enterbrain.
Rough Draft #1
Making a Complex Effect
Telling the Sword when to Spurt Blood or Not!
This section will disappoint the fans of the image intensive pages of this guide. But I did tell you before that it was not all Fun and Games in the VFX Editor.
However, this is where paying attention to all that menu scrolling before will pay off.
First things first.
If we want two different effects to occur, we need two different effects!
Go to the VFX Editor and Highlight the Sword Effect.
Press X, but do not select Edit.
Select Copy instead.
Now go to the bottom of the page (press O and Down) to highlight the Paste Copied Data command and Paste your Copied Data.
Be careful of the paste option in the list where you copied this. It overwrites the highlighted file. Only paste with the bottom button unless you want to overwrite data!!
Now change the name of the file to sword2 or something.
Go down to the pillar effect and highlight the element. Press X and delete it.
Exit and save.
Remember the Direct Effect that was connected to the sword? That is our ultimate goal here.
Recall that it was powered by System Events. So we need a new system event for the Fail Slot of the Directing Menu under The Custom Tab of Direct Effect #128; Iron Sword.
This is actually very easy.
Just go to the Event Editor and Create New Data, under Type (just under the event's name) select System instead of Normal. Scroll down to Apply and press X, then Triangle to enter the Script Database.
From here you can choose Create New Data.
Make one of those single line scripts that reads:
Screen Display > Effects > Target > [Sword2]
Name this script appropriately.
Exit and save.
Press O to return to the Event Editor. Now apply this script to this event (note that simply creating it the way we did does not apply it!).
Exit and save yet again.
Now open the main menu of the game. Choose Game > Direct Effects and go to effect 128; Iron Sword.
As mentioned above, just go to the Custom Tab, Directing Menu, and Fail Slot. Then Apply this new system event there.
Congratulations! You have just created a Modified Default Battle System!!