


You know how to make pages? On the first (default) page, after you have the event do whatever you wish, go to "Change Switch..." and pick a switch, any switch, and give it a name that you will remember and have it set to ON. Then go to the 2nd page of the event and change the graphic to blank, and make the page condition the same as the switch you just used. ^_^Danny wrote:I've just recently gotten it and well, I'm kind of having trouble with setting up events and switches.
For example, one thing I wanted to do was to make a NPC talk to the hero than give him an antidote and disapear.
I haven't gotten a clue of how to make a NPC or character to disapear (not teleport to a new map). The help contents of RPG maker 2000 doesn't cover how to make NPCs to disapear after you talk to them.
You upload that under "GameOver" and go to the system tab in the database and set it to the game over screen you selected.Edit: Also, I've made a 'game over' picture and saved it in pictures under project 1 (my game) as .png. How do I end the game and leave the player with that picture. Thanks again.


You know how to make pages? On the first (default) page, after you have the event do whatever you wish, go to "Change Switch..." and pick a switch, any switch, and give it a name that you will remember and have it set to ON. Then go to the 2nd page of the event and change the graphic to blank, and make the page condition the same as the switch you just used. ^_^
You upload that under "GameOver" and go to the system tab in the database and set it to the game over screen you selected.
In your event section, after the NPC gives him the item, you want to change the sprite image to a tile on the floor. Then set it to be nonaccessible.
There you have a one time event.
Chests work the same way. Switch to the OPEN chest most, set it to be non accessible.


Danny wrote:I've tryed changing the grapic to blank on the second page but that makes the NPC disapear from the start of the game before I can even talk to him. I wanted him to disapear after I talk to him but it's not working... I'm not sure what I'm doing wrong.
Oh, that is easy. Look for the "show picture" option in the event commands, should be on the 2nd tab.You upload that under "GameOver" and go to the system tab in the database and set it to the game over screen you selected.
Oh sorry, I meant a 'the end' picture which I want to display once the game is finished. I'm not sure how to finish the game with this picture. It would seem strange to bring up the game over screen right after you beat the game.






Simple. Y'know when you select "Move Event..." on the 2nd tab of the event command window? In the top left box, there should be the option to select any event which you wish to move.Danny wrote:Edit: I've set my NPC event correctly but I've got another more complex one this time.
- How do you move a NPC in move event? All I can do is move the hero.
In the event, after you make the battle happen, simply add more actions that you want to happen afterwards.- After a battle I want to make some other actions happen afterwards but I'm not sure how.
The event conditions are your friend! Simply make a new page and have the event condition either be "Hero needed" or "Item held".- And last but not least: How do I make NPCs say something different after a new character joins the hero's party (or a new item is added, etc.)?
Variables are definitely the most tricky. *nods* However, with some basic practice, you can get a firm grasp on how to use them. If you would like, I can make a basic variable tutorial.I've figured out the basic functions of switches but now I'm having trouble with variables.


Keep in mind that variables main function is to a numerical value. You can use this to make a simple bank system, keep track of character stat values for a CMS (custom menu system, can be done if you dislike the default), or many other things.


Use fork conditions for the amount of gold you're carrying and a variable to keep track of how many eggs you have. A 2nd fork condition will be needed to see if the condition has been met for whether or not you are carrying 9 eggs.Danny wrote:I'm confused with the "show choice" option. I know how to place events for each anwser but there's still something confusing me:
My event: "show choice"
< Buy an egg?>
If you say no, nothing happens, but if you say yes, you get an egg and your GP gets decreased by 10. The problem is, I can still get an egg even if I don't have 10 GP. How to I make it so that you can't buy an egg if you don't have 10 GP? I'm also not sure how to place a limit on the amount of one item you can have (I want to make it 9).




Lol... The message isn't needed beforehand since the way it's done since it works, but you are right, the message can be placed before the forks. =P Was just something I whipped up in a rush anyhow~Danny wrote:Thanks again Tsu! Although for the first message to be displayed (Hello, would you like to buy an egg?), you have to insert it first before the first fork option.
That table you made was extremely helpful! I know I'll come back to it if I ever need help again!






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