MORE HELP,PLEASE
Posts
1.How do i make a door that opens with a key with rpg maker 2000 & 2003.
2. how do i make a evenet that removes a party member but allows you to countiue over the event space.
3. why do custom skills only work for monsters, not heros?
4. how does door/gates open without the key?
2. how do i make a evenet that removes a party member but allows you to countiue over the event space.
3. why do custom skills only work for monsters, not heros?
4. how does door/gates open without the key?
It seems you're asking about how to use switches. Here's how to make a simple door:
1.) You can make an event with a door graphic.
2.) Make it the same level as the hero and make it activate by push key (both of these settings are drop down boxes on the lower left side of the event window).
3.) In the event command box, make a new command that turns activates switch 0001.
4.) Make a new page in the event. On the top left side, there are preconditions for that new page to appear. Check the box for the switch and pick number 0001, same as we used above.
5.) Make the graphic for the new page empty and set it below the hero.
That's your basic door. Same process for chests and such. Once you understand what I've just told you how to do, the program will make a lot more sense.
To make a door require a key, you need to use a conditional branch in the first page of your event. But try this out first and see if you've got it down.
1.) You can make an event with a door graphic.
2.) Make it the same level as the hero and make it activate by push key (both of these settings are drop down boxes on the lower left side of the event window).
3.) In the event command box, make a new command that turns activates switch 0001.
4.) Make a new page in the event. On the top left side, there are preconditions for that new page to appear. Check the box for the switch and pick number 0001, same as we used above.
5.) Make the graphic for the new page empty and set it below the hero.
That's your basic door. Same process for chests and such. Once you understand what I've just told you how to do, the program will make a lot more sense.
To make a door require a key, you need to use a conditional branch in the first page of your event. But try this out first and see if you've got it down.
I understand that but i can open the door without the key in my items but says the key is removed through. oh, and what is a conditional branch?
Ok, just wanted to make sure you had all that down. To make the door require a key, you need a conditional branch. Use the condition to check if the key item is in your inventory. Check the box while making the condition to include an handler if the condition is NOT met.
Now that you've made your conditional branch, turn that switch on if the player has a key. Between in the second bracket (your "else" case), have a message like "You need a key to unlock this door" or something. The switch does NOT get turned on in this case.
If you've done that correctly, there should be no trouble. Just make sure you turn the switch on INSIDE the "has a key" bracket. That might be your issue.
Now that you've made your conditional branch, turn that switch on if the player has a key. Between in the second bracket (your "else" case), have a message like "You need a key to unlock this door" or something. The switch does NOT get turned on in this case.
If you've done that correctly, there should be no trouble. Just make sure you turn the switch on INSIDE the "has a key" bracket. That might be your issue.
author=Firehawk11Go to rmrk.com go to downloads section, and download the RPG maker 2003 help file, read the !@#$ out of it. That should answer some questions.
oh, and what is a conditional branch?
A conditional branch is something that only happens if the conditions specified are TRUE(or false).
Whoops, I guess I didn't help much. :(
A conditional branch is a command on the third page of the list. It does one thing if some condition is met (player has a key) and another if the condition is not met (does not have key).
author=Firehawk11
freakin program! what would a conditional branch be in rpg maker 2000?
Ahh, then I would suggest this:
Scroll to the WAAY bottom to find the 2000 help file.
It's actually not necessary to use a conditional branch at all in this case because you can just use "Item Held".
Click "Show" to view image:
Click "Show" to view image:
author=Firehawk11
it's just i'm a newbi, i just downloaded it about two days ago.
Ahh ok. It took me a LONG time to figure out what a sprite was when I first downloaded it.
ok final question of the key and door before we work on the other questions.
first without the key the door will not open but once i find the key the door is magical opened before i return with the key. how do i fix that?
first without the key the door will not open but once i find the key the door is magical opened before i return with the key. how do i fix that?
Because if you do it the way NewBlack showed you in the picture, the 2nd page of the event needs to be a closed door. You'll still need to do the switch procedure I walked you though (except on page #3) if you want to have a door that you unlock and is then permanently open.
Unless you just forgot to put a door graphic in the 2nd page. Is that the issue here?
Unless you just forgot to put a door graphic in the 2nd page. Is that the issue here?
author=Drakonais
Because if you do it the way NewBlack showed you in the picture, the 2nd page of the event needs to be a closed door. You'll still need to do the switch procedure I walked you though (except on page #3) if you want to have a door that you unlock and is then permanently open.
Drankonais is correct. Sorry.
/me blames old age and bitterness.
ok the event is like this page 1 show face, then asks if he has key, the if yes the door unlocks and key is removed then switch to page 2, if no the door doesn't open. so what needs to go on pages 2 and 3?
Turning on switch 0001 (or whatever switch you prefer) will automatically activate page 2 as long as that same switch is set as a precondition. So if page 1 has the conditional branch, just turn the switch on inside the "has key" bracket and it'll jump to page 2.
Page 2 should look like whatever an open door is in your game, whether that's doors open wide or just empty space.
Page 2 should look like whatever an open door is in your game, whether that's doors open wide or just empty space.
ok i think i got it all but the key is still a problem. when i find the key once i say yes the door magical open how do i chance it to make the door open by saying yes again?This problem is driving me insane it really is!!
These guys have a pretty good chest tutorial and you can see the code yourself.
http://rm2k3master.blogspot.com/2010/03/chapter-1-basic-chests-complete-chests.html
Continue to part two to see how to require a key properly. Then, instead of making a chest, simply make it a door.
http://rm2k3master.blogspot.com/2010/03/chapter-1-basic-chests-complete-chests.html
Continue to part two to see how to require a key properly. Then, instead of making a chest, simply make it a door.
I got it! Thanks for all of your help, but now question 2. When ever i walk over the spot the event happends but i can't move pass it to the move event right behind it why?
Sounds like a passibility issue. On the door's page 2 (after it's opened with the key), there's a field that says "Position". You want it to say "Below Hero" to have the player character be able walk on top of it. You could use "Above Hero" to have the player character be able to walk under the event, but that's more "archway" tech. Which might be necessary for the tile right after the door! Depends how things are mapped, and what the passibilities are for the tiles in general.
















