The RPG Maker Resource Kit

Other Game Creation => Program Troubleshooting => Topic started by: Toaster on April 24, 2009, 06:30:12 PM

Title: Simplifying battle systems...
Post by: Toaster on April 24, 2009, 06:30:12 PM
Well, I played around in the battle options, but I'm so lost...

I want to make it so that there are attack turns. Like Pokemon I guess- The opponent attacks, you attack, there's pauses in bettween so you can pick an attack, ect... But no matter what I change the enemy is STILL attacking when I'm trying to pick my attack.

Also, I want it so you don't learn skills, you get them ONLY from items you pick up (Then you can get better skills for that item, such as the knife can be upgraded and have multiple attacks as you level). But I have NO idea how to do that at all ><;

The game I'm going for is a one-character, simple turn-based adventure. (I'll post it later :3) How can I make it so it's completely turn-based and simple?
Title: Re: Simplifying battle systems...
Post by: Toaster on April 25, 2009, 04:06:06 AM
Ah sorry, I know how stupid that sounds. I figured some of it out.

But THIS is bugging me now: I have an event that I want to move after you talk to it. (Move into a specific room, to be exact) And what about a time system that transfers day to night?
Title: Re: Simplifying battle systems...
Post by: Sirius on April 25, 2009, 06:42:11 AM
I'm pretty sure there are at least 3 or 4 tutorials on a day/night system, so check the tutorial section for that. If you want someone to leave a room, tell them to walk toward a door (Whoa, really?!), and when they get there, turn switch [Dude walked into room] on & erase the event. In the room they just moved to, make another event for him with the condition if [Dude walked into room] is on, blah blah blah.

If that didn't make sense, just say so. It's getting late here, so I can't focus anymore...
Title: Re: Simplifying battle systems...
Post by: Toaster on April 25, 2009, 10:30:05 PM
The thing is, I did that, and when I came back in the room he was there again...
Title: Re: Simplifying battle systems...
Post by: Sirius on April 25, 2009, 10:57:16 PM
Try making [Dude walked into room] a precondition for talking to him & turn it on some time beforehand. When the scene ends, turn it off.
Title: Re: Simplifying battle systems...
Post by: Toaster on April 26, 2009, 03:48:21 AM
Okay ^^ Thanks for taking the time to answer my questions!

One more though- I heard you can make a footstep sound effect when your character walks in field. How can I do this? (BESIDES making a billion event tiles on the floor)