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    Events and Variables

    Thanks to the variable creation sample, i understand alot more about it, but now im stuck again. I'll put the Event Code here for you:

    01 QA Branch > Battle Emerald?
    02 <Yes/Start>
    03 Battles > Emerald
    04 Battle Result Branch
    05 <Win/Start>
    06 <Win/End>
    07 <Lose/Start>
    08 Game Over > Game over
    09 <Lose/End>
    10 End Branch >
    11 <Yes/End>
    12 <No/Start>
    13 Event Ending
    14 <No/End>
    15 End Branch
    16 New

    now how can i get it to where i can only fight it once? i know it involves 2 modes, but its how to use it to fight it once that gets me. an i know that it might need variables. Cause after the fight it will still ask to fight him.

    #2
    Re: Events and Variables

    If it is a character you are talking to, and then you fight, and kill, then put a line turning his display off after you kill him. Then, he will dissapear and begone.

    But, if you want him to still be there, but just say something different, then put a line in adding a mode to him after you fight him. Then go back a screen, and add a mode and go to the second mode and put whatever you want him to say after you fight him.

    There are many other ways. You can also use variables (shared or internal), but maybe one of these ways is simple enough for what you are doing?
    My kind of life’s no better off
    If I’ve got the map or if I’m lost.

    Comment


      #3
      Re: Events and Variables

      Thanks but is it the same for a monster? Thats what i want to fight once, an then i cant anymore. That an its where to put the modify mode to, an what goes onto the second event code.

      And another thing besides that, is there a way to make a dungeon disappear after youve gotten to the last level or whatever and got what ya needed or needed to fight? Cuz how i hopefully wanted mine is, he beats the last monster he is supposed to fight, then it lets him escape from the dungeon an then he cant enter anymore and then after he leaves the island, he cant go back anymore.

      Comment


        #4
        Re: Events and Variables

        Okay
        if it's a monster event, it's much simpler (no modes). Just use the first method I wrote. In the code for 'yes' after you win the battle, just add a line that turns the event display off (it's under control, I think). This will make the event disappear after you fight him and then it is, for all intents and purposes during gameplay, gone.

        Damn, I was just yesterday, trying to figure out how I could do that with dungeons (and towns). I wanted to make them all dissappear on one of my fields about half-way through the game. I'm pretty sure you can't do it with display off like you can for characters and events (such a hassle). You have to work some (creative) magic to get around it. I think I am just going to create another identical field (you can use the copy button to do it in a second), and then (for you) after that last monster fight, warp your party to the identical field that has none of the towns & dungeons (or has decorative towns and dungeons that can't be entered).

        If that isn't what you have in mind, then please explain your situational context more, and I will try to figure out a better way of approaching it.
        My kind of life’s no better off
        If I’ve got the map or if I’m lost.

        Comment


          #5
          Re: Events and Variables

          Nope, you got it 100% cuz i wasnt too sure about it. An after ya said about the identical land, i should have known about that anyways. lol Anyways thanks for the help, ill let ya know if somethin's up.

          thanks

          Comment


            #6
            Re: Events and Variables

            Event Code:

            01 QA Branch > Battle Emerald?
            02 <Yes/Start>
            03 Battles > Emerald
            04 Battle Result Branch
            05 <Win/Start>
            06 Event Ending <<<<< there? lol
            07 <Win/End>
            08 <Lose/Start>
            09 Game Over > Game Over
            10 <Lose/End>
            11 End Branch
            12 <Yes/End>
            13 <No/Start>
            14 <No/End>
            15 End Branch

            Comment


              #7
              Re: Events and Variables

              Yes, that is the correct location. But I don't know what 'event ending' is.
              The line that you need to insert is called 'Display off'. I think it is in the first category you can choose when you insert lines. My apologies I'm at work and don't have access to RPGM3 here (if only....).
              And then you turn the display off for the event you want to disappear (the one you are working on is is the default selection, anyway).
              That should work.
              My kind of life’s no better off
              If I’ve got the map or if I’m lost.

              Comment


                #8
                Re: Events and Variables

                Hey, I think there`s a way to make a dungeon unaccesible for your characters:

                1)Make a treasure item to open the dungeon.
                2)Once you defeat the last monster in the dungeon, make your character lose that treasure item and teleport him out of there.

                Now that your character doesn`t have the "key" of the dungeon (the treasure item), your character won`t be able to enter that dungeon anymore.

                That`s all I can say. Hope it`ll help you.
                Last edited by Auron; 09-23-2006, 05:31 PM.
                "This...is MY Story..."

                Comment


                  #9
                  Re: Events and Variables

                  The only way that would work is to have an invisible event in front of the dungeon that permits you to pass or not depending on your possession of the treasure item because dungeons themselves cannot be locked.
                  " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

                  Comment


                    #10
                    Re: Events and Variables

                    Yeah, only towns get that handy-dandy feature.

                    Comment


                      #11
                      Re: Events and Variables

                      Originally posted by Pagerron View Post
                      The only way that would work is to have an invisible event in front of the dungeon that permits you to pass or not depending on your possession of the treasure item because dungeons themselves cannot be locked.
                      BUT... couldn't you just tack in that invisible event at the begining of the dungeon and then if you don't have the treasure item it'll say something like "look too uinstable: it might be dangerous to go any further in! We should leave!" (or whatever) because (sadly) I'm doing something that sounds kinda similar with sidequests and I ended up doing something like that for all my dungeons. Its not like it takes away from the dungeon at all and it doesn't really take that much time to do. You can even start off with the item in hand or add it at any random encounter before having to deal with progressing through the dungeon in question.


                      ...AND if "Emerald" is the only baddie in the dungeon can't you make the "dungeon" a "town" and therby lock it after the battle has been won?
                      A God from the Machine - Menander

                      Comment


                        #12
                        Re: Events and Variables

                        Yes, you could make a "dungeon" a town. That'd work out well.

                        Comment


                          #13
                          Re: Events and Variables

                          Y'know what? Hit hasn't replied in quite some time... I'm worried! One of the following happened:

                          1) He was killed

                          B) 'Puter is down

                          3) Doesn't really care anymore cuz he question was answered weeks ago

                          Q) Zombie


                          My vote goes for the later...
                          A God from the Machine - Menander

                          Comment

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