SOME HELP FOR A NEWBIE? (RPG MAKER 2003)
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I just started working with RPG Maker 2003, and I'm having a lot of fun with it. I'm trying to just learn things by playing around with it, but I'm having a bit of trouble figuring out a few things.
1. How do I do a selected conversation? As in,
Person:
Hello Traveler!
Hero:
Hello!
Go away
And the player either chooses "hello" or "go away," and then the person they're talking to responds based on their choice. Say, if they choose "hello" the person will respond with, "What brings you here?" and if they choose "go away" they will respond differently?
2. How do I make objects able to be added to inventory? Like "key obtained," or "apple purchased."?
3. Once they've obtained the key, how do I make it so that a door will open only if they have the key?
4. How do I make an enemy attack the hero on sight? Like, "Stay out of its line of sight."
5. How do I make it so that a character responds based on what the hero has? Like, "I won't give you the key unless you give me something." Then when you have the something, they respond with "Thank you!" and you obtain the key?
Thank you for any help you can give!
1. How do I do a selected conversation? As in,
Person:
Hello Traveler!
Hero:
Hello!
Go away
And the player either chooses "hello" or "go away," and then the person they're talking to responds based on their choice. Say, if they choose "hello" the person will respond with, "What brings you here?" and if they choose "go away" they will respond differently?
2. How do I make objects able to be added to inventory? Like "key obtained," or "apple purchased."?
3. Once they've obtained the key, how do I make it so that a door will open only if they have the key?
4. How do I make an enemy attack the hero on sight? Like, "Stay out of its line of sight."
5. How do I make it so that a character responds based on what the hero has? Like, "I won't give you the key unless you give me something." Then when you have the something, they respond with "Thank you!" and you obtain the key?
Thank you for any help you can give!
1. Use the Show Choice event command. For the first choice, put in hello, and for the second choice, put in go away. Make sure to check "Ignore" in the cancellation portion of the Show Choice window, so it doesn't select the wrong choice if you press cancel. In your event you'll see both hello and go away, and you can put different text beneath each of them depending on what the player chooses.
2. Add an item to the inventory using the event command Add / Remove Item, then display a message saying <item> obtained.
3. In the door event, put a conditional branch that checks if the player has the "key" item. If he does, put whatever event commands you want for when the door opens. If he doesn't, display a message saying you need a key or something.
4. Don't really get this one, what do you mean exactly? If you're talking about a real-time battle thing, that's pretty complicated stuff.
2. Add an item to the inventory using the event command Add / Remove Item, then display a message saying <item> obtained.
3. In the door event, put a conditional branch that checks if the player has the "key" item. If he does, put whatever event commands you want for when the door opens. If he doesn't, display a message saying you need a key or something.
4. Don't really get this one, what do you mean exactly? If you're talking about a real-time battle thing, that's pretty complicated stuff.
1) The Show Choices command on Page 1. Put the appropriate dialog in each branch.
2) The Item Management command on Page 1. You will have to create the item find announcement yourself, but you can use the command to add the item.
3) There's 2 ways to do this:
Make sure to also use a Switch Operations command and a new event page for when door opens, so that it stays open.
4) This is a little more complicated. You will need to run a Parallel Process event that constantly checks the X and Y coordinates and facing of both the hero and the enemy, and cross-reference them and any obstacles. If you can live without doing this until you know exactly how you'd go about it, you should probably avoid trying it for now.
2) The Item Management command on Page 1. You will have to create the item find announcement yourself, but you can use the command to add the item.
3) There's 2 ways to do this:
- Create a New Page in the event editor, and in the Preconditions section on the left, check "Item" and select the Key.
- Use the Conditional Branch command on Page 3, then pick Item from the second page of options, and select the key item. Put the event commands for opening the door in the main branch, and the event commands for when you don't have the key in the Else branch.
Make sure to also use a Switch Operations command and a new event page for when door opens, so that it stays open.
4) This is a little more complicated. You will need to run a Parallel Process event that constantly checks the X and Y coordinates and facing of both the hero and the enemy, and cross-reference them and any obstacles. If you can live without doing this until you know exactly how you'd go about it, you should probably avoid trying it for now.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
4. Pretty complex, there's not an easy way to detect line of sight. You can set the direction that the NPC is facing to a variable, and then set its x and y coordinates to two more variables, and then set the player's x/y coordinates to two more variables, and then you can compare its x/y coordinates to the player's x/y coordinates and see if either the x or y is the same, and if so how far away the two units are, and if so check if the npc is facing the correct direction, and if so start a battle.
But since you don't even know how to make a conditional branch, don't bother trying any of that. You'll just hurt yourself. What you might wanna do instead, which is much easier, is have a stationary NPC facing an invisible event on the ground that the player can step on to trigger a battle. Make the event happen on touch, start a battle, and then turn on a switch. And make page 2 of the invisible event depend on that switch as a condition and do nothing, so that once the battle's been triggered once it won't happen again. And then also make page 2 of the NPC be blank and depend on the same switch, so the NPC will disappear after you step on the invisible event and fight the battle.
5. This is much easier, you just need a conditional branch. It's an event command, on the third tab of event commands I believe. You can use conditional branches to make events have different behavior in different circumstances. One of the conditions you can choose is whether an item is in the player's inventory, I think.
But since you don't even know how to make a conditional branch, don't bother trying any of that. You'll just hurt yourself. What you might wanna do instead, which is much easier, is have a stationary NPC facing an invisible event on the ground that the player can step on to trigger a battle. Make the event happen on touch, start a battle, and then turn on a switch. And make page 2 of the invisible event depend on that switch as a condition and do nothing, so that once the battle's been triggered once it won't happen again. And then also make page 2 of the NPC be blank and depend on the same switch, so the NPC will disappear after you step on the invisible event and fight the battle.
5. This is much easier, you just need a conditional branch. It's an event command, on the third tab of event commands I believe. You can use conditional branches to make events have different behavior in different circumstances. One of the conditions you can choose is whether an item is in the player's inventory, I think.
4. i did this by using kentona's radius tutorial to set up a radius around the enemy. then used conditional branches to use only the front half the radius. perfect line of sight achieved! easy to propagate, manipulate and extrapolate.
there's another tutorial by solitayre i think, that creates a square block of detection in front of an event.
there's another tutorial by solitayre i think, that creates a square block of detection in front of an event.
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