Main Menu
  • Welcome to The RPG Maker Resource Kit.

[Resolved] Controlling event graphics

Started by Yawgmothsbud, March 05, 2007, 03:48:02 AM

0 Members and 1 Guest are viewing this topic.

Yawgmothsbud

I just got my hands on RPG Maker XP a few days ago, and have been having a blast playing around with some game ideas.  Though I had to scrap my first one, My second is turning out great, and I allready have a scrolling opening storyline and a short cutscene.

The main thing that is currently stumping me is this: I want to make a torch light up after you click "yes" to lighting it with a candle (which you find on a nearby table). I have the torch and the flame graphic, but I have no idea how to only show the graphic AFTER it has been activated. Anyone else know how?

A second Idea I have has to do with the character name. I included a sequence that allows you to enter a name for your character, and I'm wondering if its possible for the game to automatically substitute your name entry for a designated keyword in dialogue? (Example~ "Follow me, 'you'" becomes "Follow me, 'name you entered'")
I would imagine you could accomplish this with a script, but im still very new to this whole business.

Any quick suggestions on either of these questions would be great. Expect to see lots of posts from me in the future...I have lots of ideas that will probably be very hard for a beginner to program  :-\

:)

fool around with the event command " conditional branch"
Maybe have conditional branch:
- Lamp in inventory
  Show choices
    If yes: animate the torch
  If no: Nothing happens.
Watch out for: HaloOfTheSun

Yawgmothsbud

#2
Thats exactly what I've got so far. What I need to know now is which button do I press under "Event Commands"? None of them seem to be able to "animate the torch"

Thanx for the speedy reply though. I think this place is gonna be very helpful  ;D

EDIT: I just tried "show animation" under "event commands" and that did absolutely nothing  :'(

EDIT AGAIN: Woot figured it out myself! Ended up adding a second event with a switch precondition, and having the first event activate the switch.  ;D