[RMVX ACE] DIFFERENT REACTIONS UPON CHOICES
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I want to be able to have my character say different things depending on what choices the player chooses in the game.
For example:
>You chose not to kill Elizabeth
When talking to sister: "Elizabeth is nice enough."
>You chose to kill Elizabeth
When talking to sister: "I could care less about it."
Also being able to use a different faceset when he looks at stuff depending on choices. Like if he chooses not to hurt anyone he seems more innocent and kind, but if he chooses otherwise he looks mean and cold. I already have his faceset I'm just having trouble putting all the events in.
For example:
>You chose not to kill Elizabeth
When talking to sister: "Elizabeth is nice enough."
>You chose to kill Elizabeth
When talking to sister: "I could care less about it."
Also being able to use a different faceset when he looks at stuff depending on choices. Like if he chooses not to hurt anyone he seems more innocent and kind, but if he chooses otherwise he looks mean and cold. I already have his faceset I'm just having trouble putting all the events in.
When encountering Elizabeth:
Show Choice:
Kill Elizabeth?
Yes.
>Set Variable 0001: Elizabeth ==0
No.
>Set Variable 0001: Elizabeth ==1
When Talking to sister.
Conditional branch:
If variable 0001: Elizabeth ==0
>Sister: I could care less.
If variable 0001: Elizabeth ==1
>Sister: Elizabeth is nice enough.
Also. I really don't like Elizabeth's sister.
Edit: Another option:
If you're seriously altering the story arc, you could:
Show Choice:
Kill Elizabeth?
Yes.
>Set Switch 0001: Elizabeth ON
No.
>Set Switch 0001: Elizabeth OFF
Then have that switch active for a completely different scenario.
Show Choice:
Kill Elizabeth?
Yes.
>Set Variable 0001: Elizabeth ==0
No.
>Set Variable 0001: Elizabeth ==1
When Talking to sister.
Conditional branch:
If variable 0001: Elizabeth ==0
>Sister: I could care less.
If variable 0001: Elizabeth ==1
>Sister: Elizabeth is nice enough.
Also. I really don't like Elizabeth's sister.
Edit: Another option:
If you're seriously altering the story arc, you could:
Show Choice:
Kill Elizabeth?
Yes.
>Set Switch 0001: Elizabeth ON
No.
>Set Switch 0001: Elizabeth OFF
Then have that switch active for a completely different scenario.
Alright, I'll check that out. But what if there's no choice have been made yet, for example I want to have a reaction before any choice is made and if you look back it says something different depending on the choice.
Example:
Regular Dialogue: "Looks like they put a plant in the hall to brighten the atmosphere."
Killing Elizabeth: "This plant is getting annoying."
Not Killing Elizabeth: "It's actually a really nice touch."
This is not actual dialogue in the game it's just an example.
Example:
Regular Dialogue: "Looks like they put a plant in the hall to brighten the atmosphere."
Killing Elizabeth: "This plant is getting annoying."
Not Killing Elizabeth: "It's actually a really nice touch."
This is not actual dialogue in the game it's just an example.
Then have it say something different beforehand.
Variables and switches do nothing until you reference them.
Variables and switches do nothing until you reference them.
And would I do the same thing using conditional branches and variables if I would like to for example,after you maybe kill Elizabeth some of the surroundings change such as blood appearing one walls to "remind you of what you've done" or something.
Yes. If the changes are minor, I would set charsets to appear after the variables and switches are created. Make sure that the first event page is blank, or you run the risk of somebody accidentally triggering them.
Here's why you always set a blank page:
Once that switch or variable is active, those charsets will gussy up the place.
If the changes to a map are major, then I suggest copying the map into a new one, making the relevant changes, and then setting transfers over to that map once the variables and switches change.
Sidenote:
Here's why you always set a blank page:
(What happens is of course, you set an inactive event to action button. If an event is set to appear with a switch or variable, even if it has a graphic, it won't appear until that switch is activated. Of course, I inadvertently discovered that if you press the action button while standing on that event, you can accidentally trigger it even if the switch isn't active if it's not set to a blank page. I discovered that making my Winterupption game. Arcmagik had been making events and not setting blank pages. It was working fine, but I accidentally triggered one of them before it was activated, so I went over all the events he made and set blank pages.)
Once that switch or variable is active, those charsets will gussy up the place.
If the changes to a map are major, then I suggest copying the map into a new one, making the relevant changes, and then setting transfers over to that map once the variables and switches change.
Sidenote:
Variable or switch? They ostensibly do the same thing, but they both have different uses. Switches are exactly what they sound like. If you want your character to be able to turn a light on or off, you use a switch. Use variables when you are creating a function with more than two states. Example is reading an ingame book, you have ten graphics representing the pages. You're going to need a variable to change ten times. You can use switches, but you would need ten switches where a single variable would do the same job.
If I decide to make a whole new map for the changes, how do I set them to go to the new map if they make the given choice that changes it?
In the transfer that goes to the regular map:
Copy your first event page and make a second event page. Change the transfer in the second event page to go to the new map. Under conditions on the second page, make sure the relevant switch or variable is active.
Copy your first event page and make a second event page. Change the transfer in the second event page to go to the new map. Under conditions on the second page, make sure the relevant switch or variable is active.
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