I NEED AN RPG MAKER XP SCRIPT/EVENT FORMULA FOR AN AFFECTION SYSTEM
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I LOVE the Harvest Moon series, and I've wanted to make a game similar to it for a long time. I finally got RPG Maker XP a few months ago, and am starting my first game(a comedy RPG). I don't need it for my current game, but I need some way of making an affection system for games that I'll be making down the line. I'm a romantic, what can I say?
I have no idea how to script yet, so I'd prefer this be in events, if possible, but if you really have to, you can post a script that will do this.
So I need a list of events/script that will enable players to:
-Give gifts to a potential bachelor/ette
-Raise or lower affection whenever you give gifts to said bachelor/ette
-Raise only a certain AMOUNT of affection depending on what gift you give said bachelor/bachelorette
-Get different responses/text when you give different gifts(like, if you give someone a wedding ring at a cetain ammount of affection points, that person will either accept your proposal because points are high, or reject you because they're too low)
-Different events happening once you reach a certain ammount of affection/heart points(such as the bachelor/ette asking you out on a date, proposing, proposing you have a child, ect.)
Basically, anyone that's played Harvest Moon or anything with a marriage system in the game will know what I'm talking about. I'm not looking to make a romance/ren'ai game(I still like my action-y games like the Fable series and such), but that is something that I would like to have. I'd like my games to have plenty of things to do after you've finished them, or DURING the game just so that you can have SOMETHING deviate you away from the quest a little. It adds flavor ^_^
Thanks :D
I have no idea how to script yet, so I'd prefer this be in events, if possible, but if you really have to, you can post a script that will do this.
So I need a list of events/script that will enable players to:
-Give gifts to a potential bachelor/ette
-Raise or lower affection whenever you give gifts to said bachelor/ette
-Raise only a certain AMOUNT of affection depending on what gift you give said bachelor/bachelorette
-Get different responses/text when you give different gifts(like, if you give someone a wedding ring at a cetain ammount of affection points, that person will either accept your proposal because points are high, or reject you because they're too low)
-Different events happening once you reach a certain ammount of affection/heart points(such as the bachelor/ette asking you out on a date, proposing, proposing you have a child, ect.)
Basically, anyone that's played Harvest Moon or anything with a marriage system in the game will know what I'm talking about. I'm not looking to make a romance/ren'ai game(I still like my action-y games like the Fable series and such), but that is something that I would like to have. I'd like my games to have plenty of things to do after you've finished them, or DURING the game just so that you can have SOMETHING deviate you away from the quest a little. It adds flavor ^_^
Thanks :D
Welp, people say that if you leave your ideas long enough somebody else will make them (your post in the introductions thing mentions something that sounds like it comes close to an idea I had for a game, at least part of it).
Anyway this is pretty easy to make... probably. I don't know about scripts at all but it's really just a bunch of variables like "BobAffection" for "Bob" and whenever your player does something that wins Bob's affection then you tell the game to add to the value held in variable "BobAffecion", same with actions that decrease affection, just lower the value held in the variable instead of increasing it.
Then for interactions you just have a conditional branch at the start of the interaction event or whatever that checks the variable "BobAffection" for certain criteria... Like "If "BobAffection" is greater than or equal to 5 then do x, if not do y"
This is the basic working behind a thing like that and can all be handled with events if you want to do it that way.
Anyway this is pretty easy to make... probably. I don't know about scripts at all but it's really just a bunch of variables like "BobAffection" for "Bob" and whenever your player does something that wins Bob's affection then you tell the game to add to the value held in variable "BobAffecion", same with actions that decrease affection, just lower the value held in the variable instead of increasing it.
Then for interactions you just have a conditional branch at the start of the interaction event or whatever that checks the variable "BobAffection" for certain criteria... Like "If "BobAffection" is greater than or equal to 5 then do x, if not do y"
This is the basic working behind a thing like that and can all be handled with events if you want to do it that way.
Yeah, what NewBlack said. If you're going for an affection system with "heart levels" like Harvest Moon, just make a variable like "BobAffection" and use it as a sort of experience counter. For example, BobAffection goes up by 3 every time you give him a potato. When BobAffection reaches 15, BobHeartLevel becomes 1. When BobAffection is at 30, BobHeartLevel becomes 2, and so on.. You can use a conditional branch to show what heart level Bob is at each time you talk to him. If he's at heart level 1, it could show a black heart or simply state his level in a message box.
Oh, as for gifting, the best maker for that is RPG Maker VX Ace. This gives you an option to pick an item from your inventory, whereas the other makers unfortunately don't.. There might be a script for that, but you'd have to be crazy to try and do it through eventing. :/ I know this because I once tried. And failed. Miserably.
Oh, as for gifting, the best maker for that is RPG Maker VX Ace. This gives you an option to pick an item from your inventory, whereas the other makers unfortunately don't.. There might be a script for that, but you'd have to be crazy to try and do it through eventing. :/ I know this because I once tried. And failed. Miserably.
Apparently you chose to ignore their good advice by making a new topic. :|
I am sure you aren't going to do anything reasonable until we hold your hand and/or make it for you.
I am sure you aren't going to do anything reasonable until we hold your hand and/or make it for you.
I haven't the slightest clue how the game does it, nor do I wish to, but I know that Heartache 101 - Sour Into Sweet does some of these things you're talking about. It might not be your favorite kind of game, but it might be a good research point.
You may even see a familiar face on that gamepage!
You may even see a familiar face on that gamepage!
author=Adon237
Apparently you chose to ignore their good advice by making a new topic. :|
I am sure you aren't going to do anything reasonable until we hold your hand and/or make it for you.
I wasn't asking for anyone to hold my hand. I was simply asking if there were any games out there LIKE the kind I'm trying to make so that I could play them, because I like these types of games.
There is a difference between "How do you MAKE this game?" and "Are there any games out there like this? Because I like them." :)
Did you play Romancing Walker :
http://www.rpgrevolution.com/game/romancing-walker_149.html
http://www.rpgrevolution.com/game/romancing-walker_149.html
author=chana
Did you play Romancing Walker :
http://www.rpgrevolution.com/game/romancing-walker_149.html
No, but I've heard it referenced about 4 times today, so I feel this need to play it *_* is it compelling?
author=SamuraiTsundereYeah, it's pretty good if you don't mind the Engrish lol ^o^author=chanaNo, but I've heard it referenced about 4 times today, so I feel this need to play it *_* is it compelling?
Did you play Romancing Walker :
http://www.rpgrevolution.com/game/romancing-walker_149.html
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