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    Help?

    Alright, i just got RPGM 3, and its my first RPG maker, so i don't understand everything. I've got an event set up where you talk to a character, a storyteller runs, and the weather and time changes. But i only want it to happen once, and i'd like the npc to disappear afterward. What do i do?

    #2
    Re: Help?

    Just do a display off event line with the ncp being the target.

    Then the next line of code would be a change of mode. And have the second mode be blank. That will effictively end the event.

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      #3
      Re: Help?

      Thanks. So i have to event code a mode change? That explains a few things. By the way, can i make the weather change last. Because last time i tried, i went inside a building, came out and it was back the way it was.

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        #4
        Re: Help?

        Be sure you add the mode change BEFORE the display off. Anything you add after a display off will not run. Also, why do you need a mode change when you're turning the event off anyway?

        Also, there are 2 ways of changing the weather.
        - 'Control - Modify Weather'
        - 'Property Control - Map/Town Settings'

        The first one simply changes what the weather is RIGHT NOW, and the other changes the DEFAULT weather. If you set the weather to 'default' in the editor, and then change it by the first method, if the weather is different on the world map, you'll take it back in with you when you go. If you want the weather to stay the same, then go with the second option.
        Last edited by Ωbright; 05-29-2007, 04:35 PM.

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          #5
          Re: Help?

          Hmm, so will turning display off end my event then? I mean, that storyteller won't run again if i talk to him while he is invisible?

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            #6
            Re: Help?

            Yep, can't interact with something display off.

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              #7
              Re: Help?

              Oh, that's much better. I read the variable tutorial yesterday, but event code, mode change, and variables still blow my mind.

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                #8
                Re: Help?

                Oh, oops. I didn't think that you were talking about the ncp event code.

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                  #9
                  Re: Help?

                  Ok, I know a lot about the game the only thing I don't know is the variables...
                  Someone please explain the system without usig the word variable.
                  One land, One Sky, One hero

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                    #10
                    Re: Help?

                    Think of an empty bag. Now that is what a variable is.

                    Now imagine stones. Add one stone into the bag, and what is the value of the bag? One. One stone = 1 value.

                    Now adding plus one too a variable is the same as adding one stone to an empty bag.

                    Now value is the amount each variable has.

                    Now you can have an event look to see how much each variable holds. Say a ncp wants you to get 3 magic fruit. Each fruit you get, adds +1 to say Variable 1. Now when Variable 1 = 3, then the event (mode 2 of that event) will have it's condition being variable 1 = 3.

                    Then in the event code, it does what ever happens next.

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                      #11
                      Re: Help?

                      Originally posted by Obright View Post
                      If you want the weather to stay the same,
                      The weather changes? I'd assume as much, but it seems that when I play the weather never turns cloudy or anything else, and it's set to default (don't know about Dear Brave Heart though...).
                      Last edited by Dusk Raven; 05-29-2007, 09:05 PM.

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                        #12
                        Re: Help?

                        Originally posted by Vonwert View Post
                        Think of an empty bag. Now that is what a variable is.

                        Now imagine stones. Add one stone into the bag, and what is the value of the bag? One. One stone = 1 value.

                        Now adding plus one too a variable is the same as adding one stone to an empty bag.

                        Now value is the amount each variable has.

                        Now you can have an event look to see how much each variable holds. Say a ncp wants you to get 3 magic fruit. Each fruit you get, adds +1 to say Variable 1. Now when Variable 1 = 3, then the event (mode 2 of that event) will have it's condition being variable 1 = 3.

                        Then in the event code, it does what ever happens next.
                        Thanks, thats what I thought but was so clear on things.
                        One land, One Sky, One hero

                        Comment


                          #13
                          Re: Help?

                          Originally posted by Talon X View Post
                          Ok, I know a lot about the game the only thing I don't know is the variables...
                          Someone please explain the system without usig the word variable.
                          Vonwert's explanation is perfect, but here's another way of looking at it:
                          Your variables list is a house. Shut up...bear with me. Ok, in this house is a big foyer type area when you first enter. on the far wall are 60 switches. These are your shared variables. They're like regular light switches, but instead of having 2 settings (off and on), they have 99,999. What do these switches control? Well, you have to wire them up for them to do anything. Say you want the first one to...turn on the light in another room. You'd have to wire that switch to do that.

                          The way you'd do that in RM3 is with events, whether NPC events or regular events. Remember...a variable is nothing until you set it as a requirement in one event (val-conditional branch), and change it in one or more others (including the original one).

                          Now let's leave the main foyer area, and move to another room. In this room are 16 more switches. This 'room' is any map, character, building, or town that you can add in RM3, and the switches are your internal variables. They can be used the exact same way as shared variables, but the system of organization helps immeasurably when just one character uses 10 or more different variables. If you contain them all within their internal variables, it's much easier to keep track of them. Speaking of that BE SURE that you keep a list of your variables...01,02,03...etc, and what each controls. Trust me.

                          Originally posted by Dusk Raven
                          The weather changes? I'd assume as much, but it seems that when I play the weather never turns cloudy or anything else, and it's set to default (don't know about Dear Brave Heart though...).
                          05-29-2007 08:59 PM
                          You have to change it with the codes I mentioned before, in an event. You can set the event to always happen at night automatically, then change to mode 2 which activates automatically upon morning, and then switches back to mode 1 (which waits for night again). Either mode can change the weather. You can set it up with a variable change (to whichever variable you chose to be your 'weather' variable), followed by a val-cond branch which checks the value of that variable. If it's 7, change weather to 'heavy fog'. If it's 12, change the weather to 'sunny' or whatever. You don't need 'refresh display' codes for these events, it does it automatically for weather/season changes.

                          Another way to do it is simply to have an event or NPC change the weather if you say a certain thing, do a certain thing, or have a certain treasure item.
                          Last edited by Ωbright; 05-30-2007, 01:48 AM. Reason: grammar nazism

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