RPG MAKER 2003 HELP PLEASE.
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Hi there I have checked for some help in the forum and tutorials but can't find what I need.
I'm making a moomin game and all the spriting is going very well but what
I want to be able to do a collection mission.
so the NPC will say can you help me collect 10 apples and then you have to go out pick them n then come back to the NPC and they will recognize that you have collected the apples and then you will be given a special item for completing the mission.
could any of you recommend a tutorial for this type of event ?
I'm making a moomin game and all the spriting is going very well but what
I want to be able to do a collection mission.
so the NPC will say can you help me collect 10 apples and then you have to go out pick them n then come back to the NPC and they will recognize that you have collected the apples and then you will be given a special item for completing the mission.
could any of you recommend a tutorial for this type of event ?
Create a new event to act as the NPC that hands out this quest. Make the dialogue however you please, set the sprite and then add a new page. Set the sprite the same as before, an do something like this:
If you want the quest to be repeatable, change the Apples variable to 0(as shown above). Otherwise, change it to something like 99, and then make a new page that requires the apple variable to be at whatever you set it at. Leave it blank, or add some dialogue thanking the player. Whatever you'd like. Then, whenever the player picks up an apple, add 1 to the Apple variable. You can give them an apple item as well, if you want them to see it in their inventory.
This is probably the most simplistic way of doing what you want. As you seem new to eventing, I'd suggest searching for general eventing tutorials, or looking through the RM2K3 sample project's events(if your version included one).

If you want the quest to be repeatable, change the Apples variable to 0(as shown above). Otherwise, change it to something like 99, and then make a new page that requires the apple variable to be at whatever you set it at. Leave it blank, or add some dialogue thanking the player. Whatever you'd like. Then, whenever the player picks up an apple, add 1 to the Apple variable. You can give them an apple item as well, if you want them to see it in their inventory.
This is probably the most simplistic way of doing what you want. As you seem new to eventing, I'd suggest searching for general eventing tutorials, or looking through the RM2K3 sample project's events(if your version included one).
I don't quite understand I tried to do what the picture looks like but all the character does is say "thank you" can you or anyone maybe show me a game that rpg maker 2003 game that features a collecting quest ?
All new to this just figured out how to make a chest and door and also added a search option for looking through drawers and other things.
sorry to be a such nooby nuisance.
I tried looking for a collecting quest but all I found were ones for rpg maker VX.
All new to this just figured out how to make a chest and door and also added a search option for looking through drawers and other things.
sorry to be a such nooby nuisance.
I tried looking for a collecting quest but all I found were ones for rpg maker VX.
Well, Rast showed you the right way to do it, but it's true that if you write your event exactly like what Rast showed you, all you're going to see is the Thank you message. You have to create your own confirmation messages to go along with it.
Following Rast's advice is the best bet. If you don't see your results, there are a number of tutorials that can help you understand what's going on here.
Example: If you create a treasure chest, you use item management to put an item in, or money management to add money. You then employ a switch to turn it off in order to make sure you don't just keep the same thing from the chest over and over again. However, if that's all you do, the chest may work the way it's supposed to, but there will be no message telling you what you received, no noise to indicate that anything has changed (but look in your items because the chest will surely have added something): you essentially won't be able to see the chest working. Add a sound effect to the script (I like jingle 2). Add a message telling the player what he or she received.
In other words, you aren't going to see a change until you make an alert telling the player that something has changed.
Following Rast's advice is the best bet. If you don't see your results, there are a number of tutorials that can help you understand what's going on here.
Example: If you create a treasure chest, you use item management to put an item in, or money management to add money. You then employ a switch to turn it off in order to make sure you don't just keep the same thing from the chest over and over again. However, if that's all you do, the chest may work the way it's supposed to, but there will be no message telling you what you received, no noise to indicate that anything has changed (but look in your items because the chest will surely have added something): you essentially won't be able to see the chest working. Add a sound effect to the script (I like jingle 2). Add a message telling the player what he or she received.
In other words, you aren't going to see a change until you make an alert telling the player that something has changed.
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