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A few questions while I WAIT

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    A few questions while I WAIT

    I don't have the game yet (Damn Canadian EB - should have it tomorrow) but I have a question about events.

    1. Are events similar to events in RPGM1?

    2. Can you place an event and have that event represented on the map by a character model? For example: If I check a certain object on the map, it will give me an item. Can I have the object that I check be anything? If I can use a character model as that object, do I have to create a character in the character editor to be able to have that happen, or can I simply attach a blank character model to the event?

    3. Is there an event that will keep the same stats to a character, but change the character model of that character?

    #2
    Re: A few questions while I WAIT

    1) The scripting is fundamentally identical to RPGM1, you just have a different set of commands (There's a topic in the RPGMaker general forum that has a link to the download of the event code list). There's several types of events, though, characters, standard events, buildings, treasure events, etc. Characters can have up to 20 modes (pages) which cannot have conditions attached (You instead use script commands to increase and decrease the mode number), though you can set separate event codes for day and night for each mode. Treasure events work almost exactly the way they do in RPGM1, except that you don't have as much freedom over the scripting of the chests. Buildings are only set up in towns and only function as transitions into interior maps, which are preset for the type of building you create, though some building types will have shops, and all buildings can have some characters within that aren't preset shops. Standard events are only objects, and function exactly like events in RPGM1, including being able to set up conditions

    2) As I said earlier, you can have characters and objects both represent events. You do have to create a character in order to use them in an event (Though you can change their name and give them up to 20 modes in order to recycle them). The only exception is the shop events in shop-type and Inn-type buildings, which allow you to name the character and give them a character model.

    3) I don't know of any events that can do this off the top of my head, but you can create two different characters with the same class (which is where all characters get their attributes) and change the level of one to match the level of the other. The only problem with that is that classes don't cross genders, thus a class made for a male cannot be used for a female or an animal. Plus classes determine what types of weapons each character can use in battle.

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