[RM2K] NEED HELP WITH A FEW THINGS: CUTSCENES, COMMON EVENT BUTTONS, AND EVENT REQUIREMENTS

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Please keep in mind I am fairly new and already get enough dirt for it, so please be kind and give whatever support you are able to. I am trying my best to learn and grow but it is hard since I have only had rpgm for 2 days. Anyways, my questions and examples: How do I start the game with a cutscene? What I mean by this is kind of straightforward, when I press start, how do I make it automatically start with a cutscene before anything else? The kind of cutscene I'm looking for is where it's one single page, then you press the action button to move it to the next page, and repeat until the cutscene is over. Second question is: How do I make a common event button? What I mean by this is, for example, making the "I" key open/close the item menu, or making the "Q" key open/close the quest menu, etc. Third question: How do I make an event need a requirement to move onto the next event page? What I mean by this is, say a door is locked, and you need a key to open it. Before obtaining the key, if you interact with the door it pops up a message saying "The door is locked." How do I make it so that after I obtain the key, it triggers the next event page where the message would no longer be there and I would just unlock the door by walking up to it? These are the biggest 3 questions I have right now, once I get them figured out I will be able to do so much with the information. Thank you so so SO much to anyone with information to any one of these questions! It helps a lot more than you'd think for such (probably) simple events.
Marrend
Guardian of the Description Thread
21806
The formatting of your post makes it a little hard to read, but, I'll give this a go, even if I'm going of really old memory (or VX Ace references).

How do I start the game with a cutscene? What I mean by this is kind of straightforward, when I press start, how do I make it automatically start with a cutscene before anything else? The kind of cutscene I'm looking for is where it's one single page, then you press the action button to move it to the next page, and repeat until the cutscene is over.


Short Answer:
An Autorun with Show Text.

Long Answer:
So, on the map where players start, you might use an event with an Autorun trigger. Doing so will take control out of the player's hands, and the event will keep looping until it's told to stop. We can accomplish this by setting up a game-switch to be enabled at the end of the event. The event would have a second event-page that is blank, have an irrelevant trigger (Action Button, generally), and require that game-switch that was just enabled to be active.

Displaying messages as you describe would be a matter of using the Show Text event-command. As far as I'm aware, the event-command is already designed to force players to press the Action Button to continue.

How do I make a common event button? What I mean by this is, for example, making the "I" key open/close the item menu, or making the "Q" key open/close the quest menu, etc.


Short Answer:
Button Input Processing in a Parallel Process.

Long Answer:
I believe there is a keybinding method in regards to Button Input Processing, or whatever the event-command is called. I don't know if you can specify keybindings to the degree you're looking for, though. However, I figure it could be defined as a Common Event as a Parallel Process, and would need to be on each map where those things are available. I'm going off my memory of making the Wand of Blasting possible on this point.

How do I make an event need a requirement to move onto the next event page? What I mean by this is, say a door is locked, and you need a key to open it. Before obtaining the key, if you interact with the door it pops up a message saying "The door is locked." How do I make it so that after I obtain the key, it triggers the next event page where the message would no longer be there and I would just unlock the door by walking up to it?


Short answer:
Multiple event-pages and game-switches.

Long answer:
So, the event would have two event-pages attributed to it. Page one would represent the door in it's locked state. So, you do a Conditional Branch, checking if players have the key, or not. Which could be represented as an item, and I'm pretty sure there's a place in the event-command to check items. If they have the key, enable a game-switch. Otherwise, maybe a Show Text of "I'll need a key to get through this door," or whatever.

Page two would represent the door after it's opened. As with the Autorun event I was describing earlier, it would be a blank event with an irrelevant trigger, and require the game-switch that was just enabled to run.
author=Marrend
The formatting of your post makes it a little hard to read, but, I'll give this a go, even if I'm going of really old memory (or VX Ace references).

How do I start the game with a cutscene? What I mean by this is kind of straightforward, when I press start, how do I make it automatically start with a cutscene before anything else? The kind of cutscene I'm looking for is where it's one single page, then you press the action button to move it to the next page, and repeat until the cutscene is over.


Short Answer:
An Autorun with Show Text.

Long Answer:
So, on the map where players start, you might use an event with an Autorun trigger. Doing so will take control out of the player's hands, and the event will keep looping until it's told to stop. We can accomplish this by setting up a game-switch to be enabled at the end of the event. The event would have a second event-page that is blank, have an irrelevant trigger (Action Button, generally), and require that game-switch that was just enabled to be active.

Displaying messages as you describe would be a matter of using the Show Text event-command. As far as I'm aware, the event-command is already designed to force players to press the Action Button to continue.

How do I make a common event button? What I mean by this is, for example, making the "I" key open/close the item menu, or making the "Q" key open/close the quest menu, etc.


Short Answer:
Button Input Processing in a Parallel Process.

Long Answer:
I believe there is a keybinding method in regards to Button Input Processing, or whatever the event-command is called. I don't know if you can specify keybindings to the degree you're looking for, though. However, I figure it could be defined as a Common Event as a Parallel Process, and would need to be on each map where those things are available. I'm going off my memory of making the Wand of Blasting possible on this point.

How do I make an event need a requirement to move onto the next event page? What I mean by this is, say a door is locked, and you need a key to open it. Before obtaining the key, if you interact with the door it pops up a message saying "The door is locked." How do I make it so that after I obtain the key, it triggers the next event page where the message would no longer be there and I would just unlock the door by walking up to it?


Short answer:
Multiple event-pages and game-switches.

Long answer:
So, the event would have two event-pages attributed to it. Page one would represent the door in it's locked state. So, you do a Conditional Branch, checking if players have the key, or not. Which could be represented as an item, and I'm pretty sure there's a place in the event-command to check items. If they have the key, enable a game-switch. Otherwise, maybe a Show Text of "I'll need a key to get through this door," or whatever.

Page two would represent the door after it's opened. As with the Autorun event I was describing earlier, it would be a blank event with an irrelevant trigger, and require the game-switch that was just enabled to run.


Thank you so so much! I apologize for the bad formatting, I wasn't really thinking about it when I was typing it out. Thank you for bearing with me and answering everything though! I will check in the morning if this all works, but it sounds like it will. Thanks again!
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