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[RMXP] How do I change Event Pages without using Self Switches?
The reason I ask is because I want to make an NPC that can say up to 20 random things, but, once the first thing is said, it's the only thing they say. I can't use Self Switches for this, because there are only 4 different kinds: A, B, C, and D.
I assume I'll have to use Variables. So, what I have so far is a Control Variable that generates a number between 1 and 20. In the same event, I also have 20 different Event Pages with a unique message written in each.
Once the Variable generates its number, how to I tell it to jump to a different Event Page?
Or, alternatively, is there an easier method to this that doesn't require quite so many Event Pages?
Thanks in advance!!
I assume I'll have to use Variables. So, what I have so far is a Control Variable that generates a number between 1 and 20. In the same event, I also have 20 different Event Pages with a unique message written in each.
Once the Variable generates its number, how to I tell it to jump to a different Event Page?
Or, alternatively, is there an easier method to this that doesn't require quite so many Event Pages?
Thanks in advance!!
[RMXP] Basic question about setting window skins through scripts.
Unfortunately, that event changes the window skin of all windows on screen to match each other. I need the window skin of the message window to be different than the window skin used by the choice window.
I'm almost certain that the snippet of code I provided in the original post is what needs to be altered.
But hey, there's no such thing as a dumb suggestion! I'm just glad someone responded at all! Thanks all the same!
EDIT: Oh, wait! I could just change the opacity to 0! Hah! Problem solved.
I'm almost certain that the snippet of code I provided in the original post is what needs to be altered.
But hey, there's no such thing as a dumb suggestion! I'm just glad someone responded at all! Thanks all the same!
EDIT: Oh, wait! I could just change the opacity to 0! Hah! Problem solved.
[RMXP] Basic question about setting window skins through scripts.
My game will be using a script that is somewhat well known, called Universal Message System, or UMS. As you could guess by the name, it handles general dialogue tweaks.
Basically, I want the window skin of the message window to be different than the window skin of the choice window. Luckily, the script I'm using is very clearly labeled and I'm fairly certain I've found the line(s) of code I need to change. The only problem is that I don't know the exact syntax I have to use to change it. Everything I've tried has either completely erased the window skin or had no effect.
Would someone be willing to take a look at this for me?
These are the lines of relevant code:
if $game_system.windowskin != ""
self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
else
self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
end
The window skin I want to use is called "Borderless$cur", just in case you need that information.
Thanks for reading my request!
Basically, I want the window skin of the message window to be different than the window skin of the choice window. Luckily, the script I'm using is very clearly labeled and I'm fairly certain I've found the line(s) of code I need to change. The only problem is that I don't know the exact syntax I have to use to change it. Everything I've tried has either completely erased the window skin or had no effect.
Would someone be willing to take a look at this for me?
These are the lines of relevant code:
if $game_system.windowskin != ""
self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
else
self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
end
The window skin I want to use is called "Borderless$cur", just in case you need that information.
Thanks for reading my request!
[RMXP] I need Conditional Branches that check character stats!
[RMXP] I need Conditional Branches that check character stats!
As it stands, RPG Maker XP's conditional branches are only set to check for things like an actor's current status effects, equipped weapon, armor, name, etc.
The game I'm making uses a "false" battle system where battle is done through dialogue trees, reminiscent of text RPGs. The game tells you, through text, that an enemy is about to do something, and you choose how to respond to it through dialogue choices. Each choice will imply that one stat in particular is being used. For example, "Bull rush the enemy" might be the Strength option, while "Dodge the oncoming enemy" might be the Agility option, and so on.
Each time a stat check is failed, your character will take damage via the Change HP command, and after each dialogue choice, the event will check if your character's HP is at 0, and if so, give the player a Game Over.
Needless to say, Conditional Branches that check character stats are kind of vital to my game. I googled to see if anyone else had a request similar to mine, and while there were a few, their needs were too specific.
Hopefully someone will have an answer for me. Luckily, my game's mechanics are extremely simple. If you have any additional questions about my game that will help you help me, feel free to ask!
Thanks in advance!
The game I'm making uses a "false" battle system where battle is done through dialogue trees, reminiscent of text RPGs. The game tells you, through text, that an enemy is about to do something, and you choose how to respond to it through dialogue choices. Each choice will imply that one stat in particular is being used. For example, "Bull rush the enemy" might be the Strength option, while "Dodge the oncoming enemy" might be the Agility option, and so on.
Each time a stat check is failed, your character will take damage via the Change HP command, and after each dialogue choice, the event will check if your character's HP is at 0, and if so, give the player a Game Over.
Needless to say, Conditional Branches that check character stats are kind of vital to my game. I googled to see if anyone else had a request similar to mine, and while there were a few, their needs were too specific.
Hopefully someone will have an answer for me. Luckily, my game's mechanics are extremely simple. If you have any additional questions about my game that will help you help me, feel free to ask!
Thanks in advance!













