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    Aha! Another newbie.

    Hello there,

    I'm new to the Pavillion Boards, and I see that everyone always tend to help each others, even in such small nuisances and problems like mine. I work with RPG Maker since it was Super Dante in the SNES, and I can say I have some knowledge about the series system. I've never completed a game, though. I'm trying to do it for the first time with RPGM3, but I have some little troubles in my path. Could you help me?

    1) As long as I know, shops and sanctuaries staff dialogues can't be changed, neither in-battle system messages, right? Am I wrong? If not, that would be a blessing, cause I want to make a RPG in my language (Brazilian Portuguese), and the default dialogues break the entire language balance.

    2) I have the following situation: A child on the streets, hiding. When you talk to him, he says he's playing hide-and-seek. In the same town, I have a house with a woman that asks your help to find her son (the child from before). Then, the child attitude towards you had to change - he could say: "Oh, so she is looking for me? I'm going to see what she wants", and then disappear. After that, I wanted the boy to appear inside that house, and his mother to say some thanks and give the player some money. Finally, she would be set with a message, so the reward would be given only once.

    In the previous RPG Makers, I could do this easily, using Switches. In RPG Maker 3, I think that the switching system was swapped by the modes one. Still so, I can't make the boy change to mode 2 (where he says he's going back to home) after his mom asks for your help.

    I've been using Event Transition - Mode - Child Mode 2, right after I set the woman's plea. What could I do to solve this?

    3) Is there a way to display the NPC character portrait when I'm talking to him/her/it with a normal Display Message event?

    4) Ah, just another thing. I can't set weapons or armor to my characters when I'm creating them. i.e., I have an archer class, who uses bows (I set it at the creation). Then, I make a character with that class, and when I go to the item/equipment section, I just can't equip a bow and an armour I made. I even set in the items properties that they would be equippable by the character in question, but even so, nothing happens.

    I tried putting the items in a shop for my character to buy, and she was able to equip them that way. :P Strange.

    Thanks in advance.
    Last edited by GustavoCaper; 12-21-2005, 12:05 PM. Reason: Adding 4th question

    #2
    Re: Aha! Another newbie.

    1. I am not sure on this.

    2. You can do this easily with either variables or mode changes. The easiest would be variables.

    Just have it when you talk to the mother, you increase a shared variable. Then in the mode of the boy, you have a variable branch code. Where if it is 0, then he says about hiding. If it equals 1 then he says about going home.

    With mode change, you can have it when you talk to the mother, you change the mode of the boy to mode 2, which would have him saying about going home.

    3. Yeap, just put in the top right box, the person who is talking, and then just make sure it says "on" in the portrait.

    4. I am not sure.

    Comment


      #3
      Re: Aha! Another newbie.

      By the way, about my 4th question...I was looking into Dear Brave Heart and I noticed that the player characters have the equippable items in their initial inventory.

      So, I figured that a character can only equip something from the beginning if it's already set in his/her initial items inventory. Like this:

      {Inventory}
      - Potion
      - Antidote

      {Initial Equipment}
      - None (nothing to equip)

      Above is what I was doing earlier, trying to equip the bow. Then I figured that it must be this way:

      {Inventory}
      - Potion
      - Antidote
      - Bow

      {Initial Equipment}
      - Bow (!)

      As you can see, it was pretty dumb of me to think that a character can equip something he/she doesn't own already yet. :P

      Thanks anyway, Vonwert. The variables tip saved myself from becoming bald =)

      Comment


        #4
        Re: Aha! Another newbie.

        For your first question:

        I got around this by creating my own shopkeepers and sanctuary staff.

        Just obscure the default people with items or events that block access to them and place an NPC somewhere logical and script the services.

        You can even change the staff model to be a child or puppy or something small and easily covered.

        This is what got me going with my whole "No Money in random battles" thing so I could keep track of how much money the party had by using variables.

        If you do this you will need to know how much money the party has becuase the system has a defect that allows you to subtract more money than they actually have without giving a message (and no preset variable to track the money).

        The in battle messages are not customizable as far as I know. But you can name skills in any language you like.

        I hope that helps.

        Peace.

        MOO!




        Comment


          #5
          Re: Aha! Another newbie.

          Ah, thanks, Rodak. I'm glad I can count on all of you. I expect I can be of help to somebody here, someday. =)

          Oh, by the way, what about Trap Activation messages? Is there a way to modify them?

          Comment


            #6
            Re: Aha! Another newbie.

            The only way of which I can think to modify trap messages would be to have an event say the same thing as the trap message.

            Event placement and activation would be tricky and may take some experimentation, but it should be possible.

            This would mean two messages, but one would be in the language of your choice.

            Good luck with it.

            Peace.

            MOO!




            Comment


              #7
              Re: Aha! Another newbie.

              [QUOTE=Vonwert]

              2. You can do this easily with either variables or mode changes. The easiest would be variables.

              Just have it when you talk to the mother, you increase a shared variable. Then in the mode of the boy, you have a variable branch code. Where if it is 0, then he says about hiding. If it equals 1 then he says about going home.

              QUOTE]
              how to do this properly? i seem to have problem coz i made a very similar scenario and i choose mother as shared variable for the kid then set 2 options saying different comments during option 1 where variable=0 then 2 where variable=1. but it still does not have any effect, he wont change and how to increase the shared variable and how do you mode change???

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