Topic: Help
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arexsisnot-such-a-newbie   total posts: 31 since: Aug 2007
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 Jul 24, 08 at 12:47am
Help
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I want to make it so that after each level up you recover all your HP, is there a way
please say yess 
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arexsisnot-such-a-newbie   total posts: 31 since: Aug 2007
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 Jul 24, 08 at 1:34am
re: Help
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i also need to know
1: how do i make a begining movie/cutsceen
2: how do i make selection boxes after the movie that say like [example] do you want a brief tutorial (yes/no) and [example] read prolauge (yes/no) ((kinda like link to the past))
3: how do i make it so i only have 1 main character fighting in a fight ( i only have one main char right now, and i dont want the ones i made fighting with me, till i aquire them ) ***edit*** i dont know how but i did it, now it's driving me nuts ***edit***
4: how do i make it so that when i talk to a 'Special' Npc they join my group
sorry i r ultra newb
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Matt_aFrostbite gamesforum fever   total posts: 362 since: Jan 2006
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 Jul 24, 08 at 3:20am
re: Help
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everything is done with events and not very difficult at that. check out the tutorial thread thats stickied and play around with different events (look specialy for conditional branch and switches).
about your starting party, its in the database under something, cant remember. it shouldnt be to hard to find though
sorry for not giving you a good answar but its to damn early in my country for thinkin right now.....
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arexsisnot-such-a-newbie   total posts: 31 since: Aug 2007
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 Jul 24, 08 at 6:06pm
re: Help
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thanks matt_a, for the help, but i'm gona need some more ( no offense )
any one else have an idea!?
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jaydenfox
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 Jul 24, 08 at 7:34pm
re: Help
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Check this out: http://neoseeker.com/forums/22121/t943903-breyynes-beginners-guide-to-rpgmxp/%5D
That's Breyyne's Beginners Guide to RPGMXP, or rather, to events. That should help you. Go here to see more FAQs, tips, and more tutorials.
1: I've never done one successfully, but arion_orion should be able to tell you if he logs in at some point.
2: Use the 'Show Choices' event command. I believe it's on the first page.
3: Go to the 'System' tab in the database. In the top-left corner, there's a box that says something like 'Initial Party'. Just select who you want there, up to four people.
4: Just use the 'Add Party Member' event command. It's on either the first or the second page. I don't remember which... But the 'initialize' box will start out checked, and I think that means he'll come into your party at his starting level as assigned in the database... But if it's not checked, he comes in at the level he was when you left off, like, if he left the party for awhile, then came back... I might have it flip-flopped, but I think I have it right.
Also, just a suggestion, try to learn how to use the program with ease before jumping into making a game... And try experimenting and learning the basics before trying to start using advanced features and scripts 
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arion_orion
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 Jul 24, 08 at 8:32pm
re: Help
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Why refer people to me?
uhm hm... #3: When you use the "change party member" command on the first page, you can remove previously added party members, and allow an actor to solo a baddy. But when you re-add those party members, make sure not to check "initialize". I know it probably seems obvious, but even i made this mistake when i got started.
#1: It really depends on what you want to do. A simple cutscene can just be some actions under a "auto-run" event. For a short intro scene, you really need to script out what you want BEFORE you touch the editor. So open up a note book, and write out your scene. The effects, the NPC and actor actions and text, and when they move. If you have multi colored pens like i do, this should be extremely easy, just index certain actions to a certain color.
After you have your scene script, set up an event with the "autorun" as the event trigger;
 Thats from Breyyne's tutorial, jayden posted the link above. The event trigger is #7 on that list. Autorun is for scenes, and completely ignores player input.
For any scene you make, your first event, will be the core, or the master event of your scene. When you want to have an NPC walk through the background, you set it up outside of this event, and then refer to the core event to activate the action. This helps you to choreograph your scene. A complex scene may be no more than a couple of events, but it can also be a whole series, with 10 or more seperate action based events.
Now, as for the scene itself, its pretty simple, and you'll get the hang of it after you've tried it yourself. A scene is usually a bit of character movement, and a hand full of text. using the "move event" command on page 2 will give you control over your actors and NPCs, the text command is there for a very obvious reason, how you use it is really up to you. Other nifty features are on hand aswell, the "show animation" and "show picture" are two of them, but thats a whole different story. Neither are really required.
Chances are, you'll want to activate multiple sections of the scene, if its rather long. Self switches will be used quite a bit inside the core event, to change pages, and disable older parts. Regular switches can be used to activate outter events. Be it a character walking in the door, or a hound jumping into the chimney of a roof. For now, those will be good enough. If your really organized, and keep to your script pretty well, you can use a single variable, instead of multiple switches.
What a variable does, is stores # information, and then can be recalled, similarly to a switch. they can be used to activate events and scene peices as well, but it can get complicated in a large scene, with lots going on. Its an interesting little doodad, but it'd be wise to stick to switches.
Thats about all i can say about that. If you've got more questions on it, feel free to ask. It'll really boil down to what you want to do with a scene.
Edit: Sorry i sorta ranted, i'm not very organized with my thoughts. Edit 2: It appears noone answered your first question. i tried around, but i'm not that creative, so i didn't come out with any eventing ideas to recover HP on leveling up. I know there is a way to do it pretty easily with the default scripts, but i'm also not a scripter, so i cant help you with that either.
I think jayden here is familiar with a script-handy person, so if you ask real nice, he might look into that a bit and get back to you.
This message was edited by arion_orion on Jul 24 2008.
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starphantomNo more sprite requests atm :Phigh on "N"     total posts: 809 since: Jul 2006
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 Jul 28, 08 at 7:42am
re: Help
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and yes, there is a way to heal up everything once you level up... my way involves variables, there may be a simpler way that I overlooked, but this should work.
I'm going to assume you're starting you levels at 1? Anyhow, make an auto start event that sets a variable called "Level Difference" to 1. You either do that, or place it in an autostart event near the beginning of your game. Now, make sure the event erases so it doesn't continuously loop.
Ok, now, in a parallel process event, make a variable operation that sets another variable "Player Level" to...the hero's level. Now, right underneath, make a conditional branch that says if variable Player level is more than variable player difference, then put the increase of HP, SP and whatever else you want to heal up. Right after that, put a variable operation on the level difference that adds 1 or sets to players level.
hopefully you understand that. the reason people have been sending you to tuts and such rather than explaining it is because it may seem a little complicated for you right now 
btw, don't post multiple threads about the same thing. It doesn't really help us notice it, it actually annoys and makes help want to come less 
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 Sprite Requests: Sage Ellison (X 2)
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