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    Is it possible?

    THIS IS A COMBO POST FROM A TOPIC I MADE AT RPGMAG. THIS IS A COMBONATION OF ALL OF THE POSTS ABOUT IT I HAVE MADE


    I am getting the game tomorrow!

    How in-depth does the scripting system go? Can you script anything your heart desires or are there preset scripting actions that you have to use?

    I was wondering if I might be able to create a town that grows as you spend more money in it. I mean adding new shops, people, houses, and others. Is this possible (even theoretically)?

    So it is impossible to change towns via events? Could I have "closed" houses that open when you spend (or donate) so much money to the town? I think this would be fun to do!

    Can't I just create a variable that increases the more money I donate, then have it say something like
    "Variable1 (greater than or equal to sign) xxx = Activate event1 = Open door1"

    That is an example!! I don't know how scripting in this game works! I could settle for something like
    "Variable1 (greater than or equal to sign) xxx = Display "A new shop has opened!" = Give player item1 "House1 key"

    Then, not create a screen that says "You have recieved house key." And make it seem like the house has opened. That would work right?

    Then, after those, create a scripting flags that activate after a level of donations had been reached. Then have something read a scripting flag to play only the scripts with flags that have not yet been activated.

    Again! I don't know how scripting in this game works!

    Please help me!

    #2
    Re: Is it possible?

    Originally posted by mdawgig View Post
    I am getting the game tomorrow!

    How in-depth does the scripting system go? Can you script anything your heart desires or are there preset scripting actions that you have to use?
    It's presets. I'm actually very glad of that...I just wish there were more preset options. You can still do a lot with them.

    Originally posted by mdawgig View Post
    I was wondering if I might be able to create a town that grows as you spend more money in it. I mean adding new shops, people, houses, and others. Is this possible (even theoretically)?
    Well, there's no event code to turn on a building, but you can...well...you can do it just like you go on to say down there, actually...

    Originally posted by mdawgig View Post
    So it is impossible to change towns via events? Could I have "closed" houses that open when you spend (or donate) so much money to the town? I think this would be fun to do!
    Yes, but you'll either have to track gold using only event battles, or track gold from random encounters with this trick: # 14 If you don't want to use money, you can use some other form...but money is good to track with a variable because you have a visual representation that players can see in-game.

    Originally posted by mdawgig View Post
    Can't I just create a variable that increases the more money I donate, then have it say something like
    "Variable1 (greater than or equal to sign) xxx = Activate event1 = Open door1"
    Yup. In RM3 you'd do that with a variable-conditional branch, which is basically an 'if-then' statement where you enter the results you want for each outcome.

    * VC branch (checking the value of your GOLD variable, which we'll call 'X')
    --if X <= 499
    ---Message box - 'You do not have enough gold!'
    --if X >= 500
    ---Message box - 'You have enough gold to buy house #1! Here's the key!'
    ---Party control> Obtain treausure - House key 1
    ---Party control> Lose money - 500 gold
    ---Property control> decrease shared variable 'X' by 500

    Originally posted by mdawgig View Post
    That is an example!! I don't know how scripting in this game works! I could settle for something like
    "Variable1 (greater than or equal to sign) xxx = Display "A new shop has opened!" = Give player item1 "House1 key"
    See above

    Originally posted by mdawgig View Post
    Then, not create a screen that says "You have recieved house key." And make it seem like the house has opened. That would work right?
    Yes yes yes...you've got this down already!

    Originally posted by mdawgig View Post
    Then, after those, create a scripting flags that activate after a level of donations had been reached. Then have something read a scripting flag to play only the scripts with flags that have not yet been activated.

    Again! I don't know how scripting in this game works!

    Please help me!
    Well since you're wanting to do it with donations...you could just have an event set up somewhere that acts as a 'donation box', or with an NPC who can accept the donations. You'd set it up the same way...if the amount of donations = 500 (or however much), the NPC or event could let you know that you've earned the house. If you get the key from a regular event, that's kinda weird...unless it's a 'house vending machine' or something. It makes much more sense to get the key from a person...but you can do whatever you want (and get away with it) if you do it right.

    Hope this helped!

    Comment


      #3
      Re: Is it possible?

      Cool! Thanks! But could I create it to where i have a Yes/No branch where yes is donate a fixed amount and no is donate nothing. Then, make it where if yes is selected it increases variable X by xxx amount of gold.

      And I wasn't going to get the houses, they were going to be shops. Could I create an invisible event in front of the door that changes once variable X is >= xxx amount of gold?
      Last edited by mdawgig; 06-06-2007, 10:28 AM. Reason: Add more info

      Comment


        #4
        Re: Is it possible?

        Just remember Obrights advice about the gold variable or trick 14. Adventurers buy on credit, and you can donate 1000000 gold you don't have.

        Comment


          #5
          Re: Is it possible?

          In some instances you can use a BLANK invisible event set to be activated by 'touch'...with no code in it whatsoever...to bypass a door mechanism completely. I'd say just try placing one in front of the door, play around with it, and see if you can get it working...or should I say...NOT working.

          You can put a VC branch in the event (ok, which would render it UNblank but whatever) which checks the gold variable. If it's >= to a certain amount, the event turns itself OFF (Display>Display OFF [event]). If you can't get the event to bypass the door mechanism that way, then you can put a message display which says 'This shop is locked' or whatever, and then use a Control>Warp command to place the player a few steps away from the event. This will ensure that the player will activate the event again if they try to enter the store again.

          Comment


            #6
            Re: Is it possible?

            OMG thanks u guys!

            Comment

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