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    Need some help

    I have a question about the event system. Is there a way to have a certain event play if your party has a certaint item on them? Please help if u can.

    #2
    Re: Need some help

    Yes, if you do it right. You have to set it up so that an event gives the item. Have this event, after he recieves the item, change the value of a variable. Set the other event up so if the variable shows he has the item that it "plays" the event. That is the only way though. you cannot have it so if he uses the item and does not have it on him that the event does not play, unless he uses it through an event that changes the variable once again. Good luck on your game making!
    Last edited by HolyPhoenix; 06-21-2006, 04:59 PM.
    I was like a Cloud once!!!!

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      #3
      Re: Need some help

      thats the thing, i don't understand the varible settings on anything....

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        #4
        Re: Need some help

        KeitaroU7,
        Welcome to the Pavilion!!

        You could have the party receive a treasure item and make that treasure item a condition to an event happening or not also.

        and for what it's worth, I tried to make a sample event to show the logic of RPG Maker 3 variables. It's in the submissions section. Feel free to check it out if you'd like.
        http://www.pavilionboards.com/forum/...ead.php?t=6897
        " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

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          #5
          Re: Need some help

          Oh thanks alot. This should seriously help me out.

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            #6
            Re: Need some help

            Well, it depends. You could not have it happen in relation to an item in a random encounter, but you COULD have it work when the item was recieved by changing the value of a variable. Pages tutorial should help you with that. And you can get some other questions answered at a thread I made: http://www.pavilionboards.com/forum/...ead.php?t=5659
            If neither of them help, ask away!

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              #7
              Re: Need some help

              personally, I mostly just use variables like switches from RPG Maker to avoid confusion. I do understand that you can do much more, but it just saves me headaches lol

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                #8
                Re: Need some help

                Yes, the variables do make great switches. I use many of mine that way too.
                At least we have the option of more complexity if we want it.
                " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

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                  #9
                  Re: Need some help

                  Originally posted by Pagerron
                  Yes, the variables do make great switches. I use many of mine that way too.
                  At least we have the option of more complexity if we want it.
                  Yeah, 90% of my variables do that too.

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                    #10
                    Re: Need some help

                    Variables do make nice switches, but many of mine were used for other things too. In the alignment system I had in Series 1, you start the game with a variable being equal to 100. When you do an evil deed, a certain amount (depending on the severity of the deed) is subtracted from this variable, with the ultimate evil being a score of zero. On the other hand, doing a good deed adds to the variable, with the ultimate good being a score of 200. I just wish there was a way in RPGM3 to add variables together, or compare one variable score against another. That would make things much easier and much better (in a gameplay sense) in Series 2. As it is, I'm having to use many branching paths to determine one variable's relation to another. I might even end up scratching that whole idea and trying another system. The idea was, initially, to have you gain spells depending on which of your stats was higher when you level up. As my game is not "experience point" based, you gain your stat increases after every battle, and once you get to a certain point in one stat, you level up. If I had been able to add stats (or in this case, variables) together, I could have said something like, after the combined score of 100 for all stats is gained, an experience level is thereby gained. As it is, I have to have one stat that is more important to each character, and use that stat as the basis of levelling up. This actually might work out better from a gameplay perspective, because it allows you to focus on certain aspects of a character's abilities. For example, say defense is the stat that is required to raise one character's level. Do you focus on this character's defense at the expense of the other characters, just to level her up quickly? Or do you spread the defense increases around so all characters are fairly well-balanced? In this setting, I can see someone (if they wanted to) focusing on a mage's strength, and instead of making him a primarily magic-user, instead making him a melee fighter. As I envision Series 2, this will be quite possible.

                    And therein lies the problem I'm having with spells/skills gained upon level up.
                    Ideally, I would like it so that if the mage, for an example, decided to focus on mag def, when he levelled up, it would give him more spells that are defensive in nature, whereas focusing on purely mag would give him more offensive spells. Unfortunately, without a way to compare two variables directly against one another, this idea might have to be revamped. Also, I would like to make it so if you have spells A and B, the next time you level up, it will give you spell D. And if you have spells A and C, when you level up, you will get spell E. In theory, this is quite do-able. However, due to the limit of 16 spells/skills per character, this will either mean that I cannot use this idea to its fullest potential, or the character will only get 5-6 spells throughout the course of the game. So I guess I need to weigh the pros and cons of each scenario.

                    Oh, and this whole thing is a moot point, because, once again, my TV no longer works. I hope I didn't confuse any newcomers with my ideas, but something struck me in what had been posted here to elaborate a bit more on variables and their usage in my games. Signing off...
                    Last edited by Perversion; 06-24-2006, 07:30 AM.

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                      #11
                      Re: Need some help

                      Use RPGM2.
                      "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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                        #12
                        Re: Need some help

                        Yep. RPGM2 can do pretty much anything. However, the kappa model ("Sea Turtle") doesn't have a bowing animation, so I'll label that as RPGM2's only problem that I have ever run into.
                        .

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                          #13
                          Re: Need some help

                          Just lean him forward a little. I haven't checked how well it looks, but people leaning back to look up looks decent enough.
                          "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

                          Comment


                            #14
                            Re: Need some help

                            Originally posted by Draygone
                            Use RPGM2.
                            I'm stubborn, and I want to make the sequel to my first game on the same RPGM. I know that you can probably do what I'm suggesting much easier on RPGM2, but I want the main character to look the same. Also, RPGM2 scares me. Further, I know a lot of "groundbreaking" games have been done with 2. I don't think I'm up to the level of doing something like that yet. So instead, I want to really push the envelope of what is possible with RPGM3. That way, (hopefully) my games will stand out. I have a feeling that by using RPGM2, my game would just be another face in the crowd. BTW, is there a limit to how many spells/skills a character could potentially have in RPGM2? Meaning, they'll never get to use all of the spells in one game, but there would be an unlimited amount of spells for me to design to give the character, as in my example above?

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                              #15
                              Re: Need some help

                              Best I can tell, a character can have as many spells as you're able to create (which is 100 or so). Even better, you don't have to create the spell every time you want a character to use it; you just create the spells in a separate list and choose from the list when you're choosing what spells can be learned. The downside is that creating spells is somewhat more complex than it is in the other RPGMs; something you have to get used to when doing anything in RPGM2 (but well worth it once you do).
                              "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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