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RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: killer in the heat on June 25, 2007, 06:11:25 AM

Title: [RESOLVED] Wild Arms 2 script
Post by: killer in the heat on June 25, 2007, 06:11:25 AM
be able to select the character you want to play as and start from there point in the story .
just like in wild arms 2
Title: Re: Wild Arms 2 script
Post by: ChaosSoldier92 on June 26, 2007, 02:42:05 PM
You chould do that with events i think
Title: Re: Wild Arms 2 script
Post by: Kokowam on June 26, 2007, 03:32:54 PM
Yeah. You'd need choices, switches, and the like. It could get a bit confusing but it's a good idea.
Title: Re: Wild Arms 2 script
Post by: tSwitch on June 26, 2007, 05:28:31 PM
yeah it could easily be done with events, if you need an in depth explanation just let me know
Title: Re: Wild Arms 2 script
Post by: irish-warrior on June 26, 2007, 11:44:20 PM
it can be done with choices and swithches and it can get a bit confusing aswell
Title: Re: Wild Arms 2 script
Post by: killer in the heat on June 27, 2007, 01:25:52 AM
Quote from: NAMKCOR on June 26, 2007, 05:28:31 PM
yeah it could easily be done with events, if you need an in depth explanation just let me know
yea i'm going to need more on explanation please
Title: Re: Wild Arms 2 script
Post by: tSwitch on June 27, 2007, 01:59:09 AM
alright, make a map that is blank but walkable
set the main character as a wisp or something, and disable the menu
put 3 events (1 for each character)
make them on key press events.

on each one, make them ask, do you want to play my story?
if yes,
then have them teleport to another map and change the character to that
of the one they are playing
then have them activate a local switch
page two of the events should be if local switch is active, and be totally blank

at the end of each character's story, have the player teleported back to the map where
they select the remaining characters, disable the menu, and change the sprite back to
the wisp or w/e, along with adding +1 to a variable

on the first map, (the selection map) there should be a parallel process that reads how many
characters are done, when they finish say, all 3 chars, the variable would be 3 and they parallel
process would teleport to a cutscene for the beginning of the real game

I hope you could understand at least some of what I tried to get across :)
Title: Re: Wild Arms 2 script
Post by: killer in the heat on June 30, 2007, 09:07:19 PM
Quote from: NAMKCOR on June 27, 2007, 01:59:09 AM
alright, make a map that is blank but walkable
set the main character as a wisp or something, and disable the menu
put 3 events (1 for each character)
make them on key press events.

on each one, make them ask, do you want to play my story?
if yes,
then have them teleport to another map and change the character to that
of the one they are playing
then have them activate a local switch
page two of the events should be if local switch is active, and be totally blank

at the end of each character's story, have the player teleported back to the map where
they select the remaining characters, disable the menu, and change the sprite back to
the wisp or w/e, along with adding +1 to a variable

on the first map, (the selection map) there should be a parallel process that reads how many
characters are done, when they finish say, all 3 chars, the variable would be 3 and they parallel
process would teleport to a cutscene for the beginning of the real game

I hope you could understand at least some of what I tried to get across :)
i got it thx
Title: Re: Wild Arms 2 script
Post by: tSwitch on June 30, 2007, 11:09:41 PM
I'm glad I was able to help

please add [resolved] to the topic title, if of course my solution works for you
and if you want you can either lock it, or leave it open for further discussion on the topic
Title: Re: [RESOLVED] Wild Arms 2 script
Post by: Darkly0990 on July 04, 2007, 05:43:45 PM
Over on hbgames.org, Raziel made a script just for this! Check it out. (http://www.hbgames.org/forums/showthread.php?t=10053) It requires the SDK. Also, check out page 8 for Jereth's upgrade of the script; with both SDK and non-SDK versions.