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I'm new and need some help

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Level 86
So, I just got this program and have started figuring out the odds and ends. I want to try and upload some character sheets and such from Caras, but it keeps saying "Invalid size"
So, I downloaded Gale I believe its called to change the size, and I changed the size, but it also made the characters different colors and the sprites had a green background behind them. Any help would be nice.

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Level 86
Also, my teleport skill doesn't want to work. Can someone help me?
I go to the menu and its there, but my character can't use the spell

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Level 87
this is my character
when you import prites/pictures into your game right after you pick them a screen comes up showing it. Click the background and it should flash. press ok and then there's no background.

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Level 86
Alright, I have a more practical question now. I noticed weather effects don't change when you leave the screen, how can i Remedy this?

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Level 87
In the event that makes you leave the screen, make a Weather Event in that and set it to "None"

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Level 86
Thanks, that works
However, I want it so that later in the game when you return to that town, it is not raining anymore. How do I attempt this?

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Level 87
Make a Switch (call it Rain or something) and then when you don't want it to rain anymore, make a "Conditional Branch" in the Event that makes it rain, and make it "Condition: Switch:Rain=ON, then Set Weather Effects to None" amd where it says "Else" cut and paste the Rain event to there.

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Level 86
thanks, thats kinda confusing haha
but the help is appreciated
i fixed it with switches
whats the difference between branches, switches, and variables?

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Level 88
Paradoxial failboats are cool.
A switch is just like a light switch, you just turn it on and off. And when you turn it on or off, something changes.
A variable is ANY number, and these numbers are used for something a switch can't do.

Some examples of switch use are in tresure chests.

Say I wanted to make a tresure chest. I would turn on switch at the start of the game, create the chest, make the chest need that switch to exist, then make the chest turn off the switch, making the chest dissapear.

Get it?

A variable is a number. ANY number you want it to be. The number starts at zero, and you can change the number and then use the number.

Example: Say you wanted your hero to collect 10 rocks. Well, every time you get a rock, you would tell the variable to go up by one and then at the end you would create an event to cheak if the variable equals or is larger than 10.

Switches do basic stuff, but variables can make many complicated things possible.
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The message above is true.

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Level 87
Bits'n'Pixels
Try this:
Imagine you've got a NPC that nly talks to you if you have 10 'rocks'.  You create an item called ock and make them collectible wherever.  On that NPC you'd make a variable to check the number of rock items held by hero, which could vary at any given time.  Use that in conjunction with a conditional branch to have the NPC say different things based on whether you have 9 rocks or less or 10 rocks or more, for exampe, ''you don't have 10 rocks; go get more''
One of which could be giving you an item (a shiny rock) for having ten boring rocks.  But then you don't want this NPC to give you it over and over, so you make a switch at the end of that process. 
Then give the NPC a second page, and have it activated by the switch that you turned on on the first page and have it say that he has no shiny rocks left.

That equals a guy who tells you get get more rocks when don't have 10, and gives you a shiny rock when you have 10 or more, then tells you that he has no shiny rocks left!

That's a strangely rock-fanaical NPC event that utilises switches, variables and conditional branches in their simplest forms.  Play about with things like that and they'll gradually get more complicated and interesting.

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Level 86
Ok, but can you possibly give me an example HOW to set something like that up, so I can learn by doing?

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Level 87
Bits'n'Pixels
I've not got the program at college with me, but I'll give it a try, sure.
Here's a basic overhaul of what the proccess would look like on the event page

Sticking with the above scenario with the rocks and the rock lover, this i the process for mister rock-lover guy.  He would be a same-layer-as-hero with action key activation.
(The yellow writing is just notes)

First, prepare 2 items in your database; rock and shiny rock.  Make it possible for the hero to collect at least ten of the boring rocks and an event for the rock manaic.


PAGE ONE
<>Variable Oper [xxxx] CheckRocks: Item, rocks No.
I can't remember the exact wording for that.  In the variable operations you would set it to check number of tems held for 'rocks'.  [xxxx] is whatever variable number you happen to choose
<>Fork Oper: If [xxxx] 10 / equal or greater than
Again, I forget the exact wording for that.  Have it check if variable CheckRocks [xxxx] is eual to or greater than 10.  Als check the custom 'else' handler box.
 <> Message: Rock Maniac 'woohoo you have 10 rocks, here's a shiny rock for whatever reason'
 <> Item managemet: Shiny Rock 1 add
 <> Switch Oper: [yyyy] GotTheShinyRock ON
The switch is to turn on page 2 of the events after this.  [yyyy] is whatever event number you choose.
<> Else Handler
 <> Message: Rock Maniac ''You don't have enough rocks; go get more!!''
<>
End

Make a new page and make one of the prerequisites a switch prerequisite for switch [yyyy] so it'll only activate if [yyyy] is on, which is only activated by having the 10 rocks on hand and recieving the shiny rock.  He would also be a action ky acivated same-layer-as-hero event.
PAGE TWO
<> Message: Rock Maniac ''I don't have any more shiny stones''
<>
End


That's the basics of variables, switches and conditionals.  Switch's can be used simly on treasure boxes to make one-time treasure (The proccess would just be 'play sound effect; jingle2, Message: You got a toy, Item management: toy 1 add and switch operations [zzzz] ON.  Then you would make a second page with [zzzz] switch as a prerequisite and no proccessing)
Conditionals can also be used to check whether a party member is n the group, what level they are, if they have certain status conditions, what direction the hero sprite is facing, along with several others and combined with variables; MUCH more.
Variables can also be used to check current experience or stats of various party members, nuber of specific items held or equipped, number of battles, victores, escapes, MIDI ticks, saves, or even check random numbers with a window of your choosing.

As another wee thing to try out, the random variables are always fun.  Even just on making variable speech for NPCs.  There are a couple of tutorials for that come out recently though, so I'll let you go find them yourself.

Hope I was clear enough.  All the best!