[RM2K3] SEVERAL QUESTIONS

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Ok, so I have been toying around with the idea of making a video game in RM2k3,
but there are a few things that I have been unable to do so far. I'm quite
confused on a few of these items as well:

I need a way for players to input custom names.
I need a way for players to select character skins.
I need a way to run an in-game day sequence parallel to my playtime clock.

{I have a playtime clock in place, but I am wanting a way to put an in-game clock}
{side-by-side with this that would control the passage of time in the game,}
{instead of having real-time days and nights.}

I need a way to implement a stat point-buy system, akin to Dungeons and Dragons:
{This is because I want an easy way to make all characters be on an even ground,}
{and to lower all the stats of the monsters without manually doing so.}

I have been looking for a way to replace the standard movement and key systems.
{Partially understand how: key input processing, but I want to remove the standard.}
Custom character generation? Possibly using questions to generate which character and skin are used?

Things already implemented:

Class selection (rudimentary)
Time-set/24-hour clock (needs modifying)



I will most likely keep this thread and post new questions I have here as well.
There's an Input Name command in the event commands. That lets you change the name of a Player Character.

You will have to event a selection of skins and when the person chooses the one they want, there's a command in the event commands that allows you to change the sprite of the character in question.

Variables will work to create a clock. Basically have three - one for seconds, minutes and hours. There should be an in-depth tutorial in the tutorial section of the site.

Variables keep a count of numbers. You can use them as counters for the amount of points you have then have them increase stats by using a choice system to let the player choose which stat. If you have the right amount of the variable, increase the stat with the stat change command, then decrease the variable by how much it cost.

You can do that but it takes fiddling with variables, conditional branches and the like.
Thank you for pointing out the Input Name thing, I searched for several hours and finally found it after you told me.

The skin selection, how would I event that out? Would I have to do an custom menu with an image for the player to select their preferred skin, which would turn on a switch to null that event and open another page on the event that would set the player's skin? Wow... why didn't I think of that before?

I have a clock in my game already, from the tutorial on this site as well, but I was wondering if it would be possible to run another clock along-side it to control the in-game time? And I've been wondering about how I might be able to add the play time to the menu?

The variables one, how would I be able to do that with an in-menu choice? I saw that mystical whatever that is one of the official 2k3 games released in English, but couldn't get a working version to tinker with.
Hi Phluff.

For the skin selection you would have to use a common event. Set the event to "parallel process" then use the "Key Input Processing" in a loop. Say if you want the menu for skin selection to be triggered when the player presses "1" then have the Key Input Processing command export to a variable and then set up a conditional branch to check if that variable equals 11. Inside this conditional branch is where you would put your menu.

Using "Timer Operations" on the first page of the Event Commands you can actually have two timers running independently. As far as I know there isn't a way to add the play time to the default menu. You would either have to create a custom menu or have an item in the inventory that turns on a switch when used and triggers a common event that displays the play time.

I'm afraid I don't quite understand your query regarding variables. If you are referring to the default menu then there is no way to manipulate variables with that. If you mean the "Show choices" function then you simply insert variable operations within those choice branches.
Cernus:
author=Liberty
Variables keep a count of numbers. You can use them as counters for the amount of points you have then have them increase stats by using a choice system to let the player choose which stat. If you have the right amount of the variable, increase the stat with the stat change command, then decrease the variable by how much it cost.

You can do that but it takes fiddling with variables, conditional branches and the like.


author=Phluff
The variables one, how would I be able to do that with an in-menu choice? I saw that mystical whatever that is one of the official 2k3 games released in English, but couldn't get a working version to tinker with.
Side question: How would I do the skill menu in this game?

http://rpgmaker.net/games/7633/images/

If I knew how to set that up, I could probably set up my stat point purchase system and have it work nicely.


Nevermind, I managed to get this working appropriately, it's just taking quite a while to code it in.
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