Index
A
Ancient Dragon
Devastate’s damage formula box
feature and action pattern lists
screenshot
Arenas
battle event
exterior
minigame
outlining
overview
result event
shop
sign-up creation
sign-up event
treasure chest game (see Treasure chest game)
Zelda games
Artificial general intelligence (AGI)
B
Battlebacks
area transitions
conditional branches
Get Location Info
map properties
terrain tags
BattleManager module
Boss event, dungeons
Action Button
Autorun event
conditional
Dark filter
Eric wondering
Parallel Process event
random encounters
self-switch
C
Coded messages, Ruby
Game_ActionResult
hp_damage_text method
dissection
tweak
mp_damage_text method
tp_damage_text method
Common event
exit item/skill
anti-element barrier
Exit Event Logic
Exit Scroll
role-playing games (RPGs)
transfer events, updation
RMVXA Database
Consecutive boss rush
D
Damage formulas, database
add_buff()
add_state(X)
def phys
def sitva
Dragon Quest series
enemys defense
game_variables
if conditional branch
module_function
parameter abbreviations
removal conditions
remove_buff
restriction
return
Ruby programming
Script Editor
States tab
targets HP
Database
Actors tab
AGI
animation
Armors tab
Classes tab
critical rate
damage formulas
elemental typing
EXP Curve
general settings
HIT rate
invocation
Items tab
magical and physical attack
MHP
parameter curves
playing
regions
scope
Starting Equipment
TarGet rate
time, enemies
variance
video game
Weapon/Armor
weapons tab
Dragon statue
directional facing
event completion
interaction event
perimeter
transfer events
Dungeon
Action Button trigger
bookcase interaction event
boss data
boss event
dragon statue
Change Encounter Event command
HP/MP conditionals
NPCs
play-testing
random/static
RPG
static encounters
switch conditional
Void F1F
E
Events creation
Batch Entry option
Control Switches
Show Text
Transfer option
F
Final Dungeon
basement
blocking event
boss rush
crystal creation, puzzle
Dark Master and final battle
encounters list
end of game
escape
F5F map
final boss
Mimic’s item
pre-battle autorun event
puzzle logic
secluded room
teleportation puzzle
transformation
treasure room
uncontrollable movement puzzle
Vampires
Floor damage
G, H
Game play, RPGs
action economy
character generator
commands section
dungeon
Final Fantasy 2
Resource Manager
RTP
sound test
title field
video game design
Game world
Goblin Cave
MAP001
port town population
sample map
seaside population
world map population
I, J, K
Interaction event
Parallel Process
Set Event Location
L
Load Sample Map
M
Map creation
Copy/Paste/Delete
Display Name
tileset
Transfer event command
Width/Height
Minigames
matching-pair memory game
RMVXA
world map
N, O
Nonconsecutive boss rush
Nonplayer characters (NPCs)
P, Q
Play, database
Equip Weapon
Eric’s Bow
Hill Orc
Item conditional
ratings
weapon
Port town population
house templates
premade map
weapon shop map
Puzzles
remote statue manipulation
map
puzzle logic event
puzzle trigger (interaction) event
riddles
handling
Name Input Processing event command
scripting
slippery floors
ice area creation
redundant code
in RMVXA eventing
sliding puzzel
staging area
treasured intermission
R
Ratings, database
action pattern
Battle Test
troop/Autoname
weight
Regions, database
battleback
troops, enemies
Rocksdale
dragon statue event
encounters list, game’s world map
exit skill/item
Living Metal enemy, screenshot
main plot events
mountain village map
Port Town sample map
Random encounter list
secret passage event
Temple sample map
Town Greeter
village elder creation
world map, Regions updated
Role-playing games (RPGs)
Dragon Warrior
functionality
game play
nonplayer character (NPC)
obstacles
Product Activation
resolution
restrictions
video game development
RPG Maker VX Ace (RMVXA) game
actor event commands
Appear Halfway
art and spriting
available
Battle Processing command
bridge
common event (see Common events)
Desert Event
Forest Event
Japanese RPGs
new test map
party members
party size
play-testing features
role-playing game (RPG) designers
Ruby Game Scripting System (RGSS)
Ruby, tutorials and references
scripts
Skeleton Knight
sounds and music
Town map
common events
preparation
Show Picture event command
vehicles
video game writing tutorials
Ruby
coded messages (see Coded messages)
definition
floor damage
game over
incapacitation
title screen’s menu
tweaking, menu
object-oriented programming
Script Editor, critically coded
Run-Time Package (RTP)
S
Seaside population
Character Generator
exterior and interior
NPC
Party Member event command
port town
Quick Event
shop processing
Show Balloon Icon
Wait event command
Sidequests
Area, town well
final fantasy 9’s excalibur
in-game picture
Lite version
Ogre encounter
Ogre’s appearance
permanent
Rat*3 troop
seaside’s shopkeepers
time-sensitive quest
trigger event
tweaked version
well event
Smoke Bomb
Static encounters
Battle Processing
game design
troop section
Switches and variables
area transition
autonomous movement
Autorun trigger
characters
conditional branch
copy-paste
event pages
events creation
finished button
goblins
graphics
map creation
Map Mode
New Event window
on and an off states
Operand
priority and trigger settings
programming
quick event creation
Region Editing Mode
Ruby knowledge
self-switches
trigger
video games
T, U, V
Technique Points (TP)
gain effect
preserve methods
searching
Terrain tags and tilesets
Time, enemies
Action Patterns
battle events
Change Battleback
Dragon Quest
Troops tab
Treasure chest game
intermission
room
seven-number lists
Treasure hunting
arena
Compass
hidden location
hidden passages
hidden treasure chests
notes creation
note shop
secret passage events
sequence breaking
W, X, Y, Z
World map
area transfers