E-ghads this is driving me crazy. There are just some buildings I don't want the player to be able to get into without going through a certain event first. So what do I do? I create an invisible event in front of the building's door which cleverly tells the player (making use of the story) to go do something else first, and teleports them a foot or so away. But some times these darn "door blockers" that I have set up simply don't cover the entire entrance radius. SO.....
I decided to simply lock the door. Oh but wait...RPG Maker won't let you lock the door unless your party can hold a "treasure item" to unlock the door with. Doesn't make much sense why you can't have it unlocked through an event, but whatever. So I go and make this "treasure item." I want the item to be as inconspicuous as possible, as the item isn't really part of the story. So I make a "key" or whatever, and call it "Gabriel's House Key"...and put a fitting description for it, just in case the player decides to actually READ the item descriptions for some strange reason.
Fine...so I make it so that after the desired event is completed, the "key" is magically (and inconspicuously) given to the player, allowing them to enter the building. But what's this? You go up to the door and....
"YOU USE *THE GABRIEL'S HOUSE KEY* AND OPEN THE DOOR! YAY! CONGRATZ! YOU UNLOCKED THE WONDEROUS, MAGICAL DOOR! YIPPEE! GOOD FOR YOU, THE AWSOME PLAYER WHO HOLDS THE MAGIC KEY!"
Okay, so it doesn't REALLY say all that, but come on! I wanted it to be as least noticible as possible and not only does it tell you that you've unlocked the door, but it can't even get the grammer right! For the love of god, is there ANY way to turn off the automated notification for when you've unlocked a door or even open a treasure chest? I want the ability to write my own stuff, IF anything at all. If not, is there any other method of keeping the player outside of buildings they're not supposed to get into just yet? I considered making multiple door blockers for the same area, but that takes up way too much memory.
Is there a way to have a door unlocked through an event alone? I tried modifying building properties through an event, but it lets you change everything BUT the lock status. Most agrivating...
I decided to simply lock the door. Oh but wait...RPG Maker won't let you lock the door unless your party can hold a "treasure item" to unlock the door with. Doesn't make much sense why you can't have it unlocked through an event, but whatever. So I go and make this "treasure item." I want the item to be as inconspicuous as possible, as the item isn't really part of the story. So I make a "key" or whatever, and call it "Gabriel's House Key"...and put a fitting description for it, just in case the player decides to actually READ the item descriptions for some strange reason.
Fine...so I make it so that after the desired event is completed, the "key" is magically (and inconspicuously) given to the player, allowing them to enter the building. But what's this? You go up to the door and....
"YOU USE *THE GABRIEL'S HOUSE KEY* AND OPEN THE DOOR! YAY! CONGRATZ! YOU UNLOCKED THE WONDEROUS, MAGICAL DOOR! YIPPEE! GOOD FOR YOU, THE AWSOME PLAYER WHO HOLDS THE MAGIC KEY!"
Okay, so it doesn't REALLY say all that, but come on! I wanted it to be as least noticible as possible and not only does it tell you that you've unlocked the door, but it can't even get the grammer right! For the love of god, is there ANY way to turn off the automated notification for when you've unlocked a door or even open a treasure chest? I want the ability to write my own stuff, IF anything at all. If not, is there any other method of keeping the player outside of buildings they're not supposed to get into just yet? I considered making multiple door blockers for the same area, but that takes up way too much memory.
Is there a way to have a door unlocked through an event alone? I tried modifying building properties through an event, but it lets you change everything BUT the lock status. Most agrivating...


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