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RMRK RPG Maker Creation => RPG Maker General => General Tutorials and Eventing => Topic started by: Hanslineman on June 12, 2008, 04:06:43 PM

Title: quick question
Post by: Hanslineman on June 12, 2008, 04:06:43 PM
right now i'm feeling a bit proud of myself, because even though I've messed around with rpg maker for a year or so (off and on) I've finally managed to sit down and create a quest.

sure the quest is the defenition of simplicity. but I did it. (taking a letter from one fellow to another fellow)

but I can't help but feel that the way I did it was a bit unwieldy.

for example, the main questgiver, offers me a choice. I say yes, he gives me a letter. I take this to the appropriate npc, where he does a check. control variables [0001: letter] = [letter] in invetory

some reason this works. not sure why. or sorta half sure and almost there but its still right beyond my grasp.

anyway.
he says thank you. the letter gets taken from my invetory, switch comes on putting on event page two, where he says he's busy and to leave.

thats done. so I go to the questgiver again. I say I delivered it, he does a check.
conditional branch: variable [0001: letter] ==0
it obviously does, he gives me 50 gold and I leave. also he has 3 event pages. the one that happens after he gives me the letter, and another after he gives me the gold.

I guess my real question is, should it take this long? am I doing it wrong?


also If after all that trouble, you feel like answering one more question, is there any way to make npc's name's appear when I am talking to them?
Title: Re: quick question
Post by: ceegamus on June 12, 2008, 08:02:32 PM
I'm not cmpletely sure why you're using variables...  Switches would be much easier.

Quest Giver: Page 1
>>Deliver this letter for me!
>>Show Choices OK, No way
....When [OK]
......Add Item [Letter] + 1
......Control Switch [XXX]:Letter Given = On
....When [No Way]
......Show Text: Thanks a lot, jerk.

Quest Giver: Page 2
Conditions: Switch [XXX]:Letter Given = On
>>Show Text:  Hurry up and deliver that Letter!

Letter Receiver: Page 1
>>Show Text: Give Letter?
>>Show Choices: Yes, No
....When Yes
......Change Item [Letter] - 1
......Show Text:  Thanks Kid!
......Control Switches [XXY]:Letter Delivered = On
....When No
......Get out of here kid, unless you have my letter!

Letter Receiver: Page 2
Conditions: Switch [XXY]:Letter Delivered = On
>>Show Text:  Go tell Bobby I got the letter.

Quest Giver: Page 3
Conditions: Switch [XXY]: Letter Delivered = On
>>Show Text:  Thanks kid, here's your cash.
>>Change Gold + 50
>>Control Switch [XXZ]: Got reward = On

Quest Giver: Page 4
Conditions: Switch [XXZ]: Got reward = On
>>Show Text: Bug Off, kid.

Letter Receiver: Page 4
Conditions: Switch [XXY]:Letter Delivered = On
>>Show Text: Thanks for delivering that letter, kid.



In order to show a name, you can do one of two things.
In the Text Box, use a color (\c[X]) and have the name and then end the color (\c[0]) and then put the text

OR

Get a message script.  I like Ccoa's on RPG Revolution (I think), which allows you to put a code in the text box (\nm[NAME]) and will display the name.
Title: Re: quick question
Post by: Hanslineman on June 12, 2008, 10:59:36 PM
you ask why I'm using variables? because that's the way I learned it on, Rpgm2k3.

and that was the point of my question really to see if there was an easier way. and thanks for letting me know that.

I will check out the script, but does it have instructions to install it?
Title: Re: quick question
Post by: Hanslineman on June 12, 2008, 11:24:20 PM
one last and final thing. I sorta promise.

anyway, how do I make like a greatsword, where you can't equip shields with it?
Title: Re: quick question
Post by: ceegamus on June 13, 2008, 02:10:38 AM
To install Scripts - http://rmrk.net/index.php/topic,263.0.html

Or, if you download the script demo, open the script editors on both and copy paste above main.

------------------

For the greatsword, I'm not sure.  Try this:

Have two classes, with the same names, and have them have the exact same things equip-able.  Then, uncheck all the shields for the second class.

Then, have a common event set on a parallel process, activated by a switch.  Make the common event be if actor whoever has greatsword equipped, change class to the one with no shields.  Otherwise, have it change class to the one with shields.  If that didn't make sense, I can make a quick demo for ya.
Title: Re: quick question
Post by: Hanslineman on June 13, 2008, 09:31:42 PM
I was thinking about something like that. could you explain how common events work though? or refer me to a tutorial?

the thing is, the farther I get in this, the more concepts I want XD
Title: Re: quick question
Post by: ceegamus on June 17, 2008, 07:03:29 PM
Been looking around for a good tut on Common Events, because I suck at explaining stuff.  Didn't really find one.

Common Events are like regular events, but can be called on any map with the call common event command, or (if set to parallel process or autostart) are automatically called.