Announcement

Collapse
No announcement yet.

Cool Event tricks for extra fun!

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Cool Event tricks for extra fun!

    Hello people...

    My game "Rise of Apocalypse" has some cool tricks you can find useful in RPG Maker 3...

    First of all let's start with a common "Gear Requirement Event" if you want to prevent a character from entering an area unless if they have a certain "Gear"

    Reminder: You have to have reasons why you're blocking the player from entering or they will be confused why they can't go in!

    First, create, for example, 2 fields, 1 Normal, and 1 Snowy.
    Make an auto event in the SNOWY field that says the player needs, let's say, an Overcoat, to enter, and then send them back into the Normal field. (Teleport them or else the auto event will loop and cause an error to your game)
    Then, make a certain "Quest" to go get an overcoat. After you give the player an overcoat, (P.S. The overcoat MUST be a TREASURE in order for this to work!!) Make an event that tracks your treasure in the SNOWY field, if they have the overcoat treasure add a mode to the auto event that disables the blocker. (This is optional, you can then tell the player they can actually EQUIP the overcoat, and you can give them overcoat armor and erase the treasure from the player's inventory)

    I will post more tips in a later comment.

    #2
    Re: Cool Event tricks for extra fun!

    Cool idea. I'm doing something somewhat similar in my game. When you get more tools you can access new areas which were inaccessible before, like in a Zelda game (though sadly without the graphical effects of a Zelda game; I usually just fade to black and use sound effects when using special items that affect the environment). But I think these types of things can help add depth to a game and give the gamer lots to explore and accomplish.

    Comment


      #3
      Re: Cool Event tricks for extra fun!

      I have finally got my computer back and I am here to post more tips and tricks!

      The next trick i may show you is the Spiritual Mask trick.

      The Spiritual Mask Trick is something that can LET YOU TALK TO UNDEAD PEOPLE.

      First of all make, let's say, a Spirit Castle. There is a greedy Ghost King trying to make everyone a ghost. Make a quest for your character to try and find a way to talk to the spirits of the dead. Make your character talk to a Ghost, and you trigger a battle, make that mode in EVERY undead spirit inside the Castle EXEPT for the king! If you talk to the king, do a battle, or a puzzle, and if you win, the king gives you the Spiritual Mask! Make the Mask a Treasure, it is the only key to make the trick work.

      After you get the Mask Treasure, make and auto event that tracks the treasure, if the player has it, it adds a mode to ALL spirits in the castle, and now you can talk to them instead of battling them! For more fun you can make the mask equippable after the auto event tracks it.

      For extra extra fun you can make the Mask only usable in certain areas! Good luck trying this out!
      Last edited by Redeye; 11-11-2011, 09:57 AM.

      Comment


        #4
        Re: Cool Event tricks for extra fun!

        I've created a new idea!

        Maybe it's like my potion making idea, but this is better!

        A Crafting system. You can choose a variety of crafts to use, Blacksmith, Farming, Potions, and Spells! You can craft together equipment to use suck as [Scrap Iron (Treasure) + Bronze Metal (Treasure) = Bronze Dagger]
        It makes a bronze dagger with the usage of Iron and Metals. Another Crafting recipie could be [Animal Skins + Sticky Cotton = Leather Coat] Armors and Shields are creatable too. One last recepie motion is accessories like:
        [Gold Metal + Red Ruby = Ruby Ring + Extra STR Power] Using Gold and Rubees you can make a Strength Ring that increases strength. You can find the crafting ingredants from treasure chests or monsters if they drop any.
        Since treasure items are only available once per item you'll have to deal with it.

        I'm taking no disclamers. I'm not reccomending. It DOES work you just have to have one ingrediant per ingrediant. The crafting systems are seperate also.

        Next up is my Farming system. You have to have a "Plantation Spot" such as a gallows, small grass, or maybe even a simple small area with fences. You need a type of treasure to make items. For example, you need:

        [Redwood Seeds = Redwood Syrup] [Rune Seeds = Ancient Plant]

        Let's say Redwood Syrup heals MP and Ancient Plant increases INT for a short period of time. You can have more freespace and extra uses if you do this on VX. Here are some more farming ideas:

        [Slang Seeds = Magic Almond] (Heals MP)
        [Blastoid Seeds = Bomb Plant] (Deals Fire Damage to opponents)
        [Cornish Seeds = Cornish Wheat] (Raises Magic Power temporarily)
        [Dragon Seeds = Dragon Cabbage] (Heals all HP)
        [Heart Seed = Heart Plant] (Revives a player0
        [Astral Seed = Eclipse Herb] (Heals all HP & MP)

        You know my potion tutorial from last time. Just for an extra touch, you need a crafting pot or a Potion Pot to craft potions. Just add these examples of recepies:

        [Herb + Mushroom = Heal Potion]
        Again you have to use treasure items, but use them once at a time per potion.

        Last but not least is a Skills Crafting system. Craft new skills by mixing up some ancient stones, and some wisdom of wizard teachers. You need a
        Magic Crafter to make skills. Here are some recepies:

        [Red Ruby + Flame (from Fire Wizard) = Fire Spell]
        [Blue Sapphire + Shard (from Ice Wizard) = Ice Spell]
        [Pink Sapphire + Gravel (from Earth Wizard) = Earth Spell]
        [Black Onyx + Darkfire (from Death Wizard) = Death Spell]

        Again use 1 treasure at a time.

        In order for these crafting systems to work use the "With Treasure" and "Without Treasure" event triggers and the "Button" Trigger for these to work.

        Here are the codes:

        Equipment: Needs 2 Treasures- Needs to refuse if you have wrong or less ingrediants- Needs to give the maker the equipment and delete the ingrediants used so you don't make as many as you want.

        Farming: Needs 1 treasure item- Needs to refuse if you don't have any seeds- Needs to give the item when created, and needs to delete the items used to make it.

        Potions: Needs 2 treasures- Needs to refuse when there is no ingrediants- Needs to give the item and delete the treasures used to make it.

        Skills: Needs 2 treasures- Needs the players to have the skills in their class- Needs to refuse if you don't have the right items- Needs to give the player the spell and take away the items used to make it.

        For skills you have to have the player's class to have the skill already, but at level 99 to learn it, but the skills maker can make them learn it sooner without having to grind for extra EXP.

        Hope this system worked for you!

        Comment


          #5
          Re: Cool Event tricks for extra fun!

          anybody get the idea this kid is even crazyier than i am? i remember when i was on ye grand ole pav all the time. now i have a job. anyway yes those ideas will work kid (but i didnt really read the last one). im more interested in a rng. anyone have any breakthrus on one?
          Didn't you know? The living are just the dead that haven't stopped breathing.

          Check out DoTB! Its OP.

          http://www.pavilionboards.com/forum/...play.php?f=205

          Comment


            #6
            Re: Cool Event tricks for extra fun!

            I like your crafting/farming/skillscrafting system, especially the skills one. Pretty cool idea that could fit into a lot of RPGs, and yes it's been done before by others but it's still a neat thing for you to use in your game. I like a lot of the names you used, particularly in the Farming segment. Cool stuff.

            For the farming, you could use Time of Day auto events (in RM3) along with variables to have the plant grow over time, so you don't just insert the seed and immediately receive the plant. You can do the same in RM2/XP/VX with any kind of Time system, which (from experience) is not hard to create.

            Again, like I said in your Potion thread, it's a lot smarter to keep track of items with variables than treasures, so you can hold more than one at once.


            How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

            "I live and love in God's peculiar light." - Michelangelo

            Comment


              #7
              Re: Cool Event tricks for extra fun!

              Originally posted by the spirit of fate View Post
              anybody get the idea this kid is even crazyier than i am? i remember when i was on ye grand ole pav all the time. now i have a job. anyway yes those ideas will work kid (but i didnt really read the last one). im more interested in a rng. anyone have any breakthrus on one?
              a) No I don't think he's crazy
              b) Great that you have a job now but try to stay on topic here
              c) Perversion and I have both created separate RNG's in RPG Maker 3 (and all other RPG Makers have one built in). Hell's Dining Room might be the most obvious example because it uses the RNG almost everywhere. Download it and try to follow the Guest Population or Guest Orders scripts, or do a search for one of the posts that Perversion or I have written on the topic.


              How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

              "I live and love in God's peculiar light." - Michelangelo

              Comment


                #8
                Re: Cool Event tricks for extra fun!

                Originally posted by Wavelength View Post
                I like your crafting/farming/skillscrafting system, especially the skills one. Pretty cool idea that could fit into a lot of RPGs, and yes it's been done before by others but it's still a neat thing for you to use in your game. I like a lot of the names you used, particularly in the Farming segment. Cool stuff.

                For the farming, you could use Time of Day auto events (in RM3) along with variables to have the plant grow over time, so you don't just insert the seed and immediately receive the plant. You can do the same in RM2/XP/VX with any kind of Time system, which (from experience) is not hard to create.

                Again, like I said in your Potion thread, it's a lot smarter to keep track of items with variables than treasures, so you can hold more than one at once.
                So what your saying is for farming, after you plant the seeds, make a new mode with properties of "Set time..." and set the time to noon, and when you plant the seeds, your plant will not instantly grow, but at the Noontime, there can be a graphic appearing, which is the plant you made, right?
                Is that what you're saying?
                Because I don't know if there is a "Change Graphic" event. Is it in the Game Properties section?

                Comment


                  #9
                  Re: Cool Event tricks for extra fun!

                  Originally posted by Redeye View Post
                  So what your saying is for farming, after you plant the seeds, make a new mode with properties of "Set time..." and set the time to noon, and when you plant the seeds, your plant will not instantly grow, but at the Noontime, there can be a graphic appearing, which is the plant you made, right?
                  Is that what you're saying?
                  Because I don't know if there is a "Change Graphic" event. Is it in the Game Properties section?
                  No, you don't need to set the Time (though you do need Time to run normally; that is, you can't manually set the Towns/Dungeons to "Morning", "Evening", etc., through the editor and expect this to work; you need to choose "Default").

                  What you do is set a variable (let's say for the Blastoid Seeds) set to zero when you plant something. You also create an Auto Event with condition "Time = Evening" (or any other time of day), and have that increase the variable. Each day at the break of dusk, the game will know that your plant has been growing for one more day.

                  Inside that event, after you increase the variable, check to see whether the variable is equal to the number of days you want the plant to grow for before you can harvest it; let's say 5. If the variable equals 5, you turn the Display On of an event that looks like the fully-grown plant.

                  That grown plant event gives you the Bomb Plant item when you interact with it, but also turns its own Display Off at the end of the event. To get it back on so s/he can get another Bomb Plant item, the player will need to plant seeds again (which sets the variable back to zero) and wait for it to hit 5 again, which makes sense.


                  How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

                  "I live and love in God's peculiar light." - Michelangelo

                  Comment


                    #10
                    Re: Cool Event tricks for extra fun!

                    Oh, but I thought there is a way to make the plant pop up once it hits noon.
                    Like, the properties set the timer until morning for the plant to grow.
                    The trigger event called Time=Absolute Value thing.

                    Comment


                      #11
                      Re: Cool Event tricks for extra fun!

                      Well, you could set the Time if you wanted an "exact" amount of time to pass, as you describe (though you need to use the Set Time event command, not the Town Properties or any other properties), and yes you'd still use the Time = Morning/Evening/Whatever auto event condition to make the plant sprout. But then you can't use Time Of Day for any other functions at the same time, if you do it that way.


                      How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

                      "I live and love in God's peculiar light." - Michelangelo

                      Comment


                        #12
                        Re: Cool Event tricks for extra fun!

                        There is a youtube account named Raizhen010, he made an RPG Maker 3 game called Battle Beyond Friends and he made a complete walkthrough.
                        You should check it out.

                        Comment

                        Working...
                        X