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    XP tut's

    Alright, I've put together some tutorials for RPG Maker XP, seing as though there isn't any up at the moment. People may already know how to do a lot of these though!

    1. Jump System

    Ie, when you press button [z] or [q] (or whichever button you wish), the character jumps one space in the direction he's facing.

    First of all make a parallel common event called 'jump' which has a trigger switch called 'jump' too. Next you need to make a variable for which to store the number (button) which the player presses/inputs on the keyboard. It would probably be a good idea to call the variable 'jump' like everything else.

    Place the following into the event:

    Key Input Processing [0001: Jump]
    Conditional Branch: Variable [0001: Jump] == 15 (No else handler)
    >Play SE [Jump 02]

    >Conditional Branch: Player is facing LEFT: (With else handler)
    >>Move Event: Player
    : Jump -2, +0
    >>Variable [0001 Jump] = 0

    >Else:

    >>Conditional Branch: Player is facing RIGHT: (With else handler)
    >>>>>Move Event: Player
    : Jump +2, +0
    >>Variable [0001 Jump] = 0

    >>Else:

    >>>Conditional Branch: Player is facing UP: (With else handler)
    >>>>>>Move Event: Player
    : Jump +0, -2
    >>Variable [0001 Jump] = 0

    >>>Else:

    >>>>Conditional Branch: Player is facing DOWN: (No else handler)
    >>>>>>>Move Event: Player
    : Jump +0, +2
    >>Variable [0001 Jump] = 0

    End (there will be quite a few ends here)!

    When the player presses S during the game the character will hence forth Jump. At the start of the game make sure switch [Jump] is on.


    2. Walk/Run

    Same method as before, make common parallel event called run, with trig switch 'run', then make a var 'run'.

    Place following into event:

    Key Input Processing [0002: run]
    Conditional Branch: Variable [0002: run] == 16 (No else handler)
    >Move Event: Player
    : Change Speed: 4
    >Variable [0002: run] = 0
    >Switch [0002: run] = OFF
    >Switch [0003: walk] = ON

    End

    Now make another common parallel event called walk, with trig switch 'walk' - then make a var 'walk'.

    Key Input Processing [0003: walk]
    Conditional Branch: Variable [0003: walk] == 17 (No else handler)
    >Move Event: Player
    : Change Speed: 3 (or 2)
    >Variable [0003: walk] = 0
    >Switch [0003: walk] = OFF
    >Switch [0002: run] = ON

    End

    For this system I've put D = Run (16) and Q = Walk (17)
    At the start of the game make sure switch [Run] is on.
    If you want you could throw in a timer somewhere, so your player can only run for a set amount of time.

    3. Pickpocket

    Ie, when you're character approaches a NPC he/she can press the 'Pickpocket' button, and then run into the NPC to attempt to steal items/gold from the NPC. If he/she is successful, they will be rewarded with their prize, but if unsuccesful... well that's for you to decide. (You could throw them into a fight with the NPC, or send them back to the inn with 1HP, you get the idea!)

    Same Process, make Parallel Common event called Pickpocket, with trigger switch 'pickpocket' and make a new variable for key input.
    [NOTE]: If you implement many features like this, it may just be a good idea to have one variable called 'PLAYERINPUT' which can be used for all of the events.

    Anyway, from here on I shall be using the variable PLAYERINPUT.

    Insert the following into the event:

    Key Input Processing [0004: PLAYERINPUT]
    Conditional Branch: Variable [0004: PLAYERINPUT] == 14 (No else handler)
    >Switch [0004: Pickpocket] = ON
    >Wait 50 Frames (or however long you wish)
    >Switch [0004: Pickpocket] = OFF
    >Variable [0004: PLAYERINPUT] = 0
    End

    Now you must choose which NPC's can be pick pocketed. for those NPC's that can be, place an extra page at the back with the condition:

    Switch 0004 Pickpocket must be ON

    Now, make this page run in a 'collision' with the player or 'hero touch'. Hero touch is better!
    Anyway, in this page put the following:

    Conditional Branch: Variable [0004: SKILL:PICKPOCKET] => NUMBER
    >Give hero items/money

    Else:
    >Eg, angry message from NPC, then send player to inn with 1 HP.

    As you can see, I've created a new variable called SKILL:PICKPOCKET, this can be altered anytime during the game. Eg, everytime the player eats a banana the variable SKILL:PICKPOCKET goes up one (ie he gets better at it!) - crude example but hey!
    Where I put NUMBER, you should use your intuition. A guard will be a lot harder to pickpocket than an old lady, so have a higher number.

    ----------------------

    Okay that's it for now. I'll add some more when I can.
    Last edited by Slash Jack; 01-21-2006, 10:19 AM.

    #2
    Re: XP tut's

    hey, thanks! keep up the good work, and welcome to the pavilion!



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      #3
      Re: XP tut's

      Just one problem how do i put these events in button format. when you press Q to run and Z to walk. how?
      There is one thing that pretty much disturbes me in an SRPG....

      Maronakins.

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