RPG maker 2000 help

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RPG maker 2000 help

Postby Danny » Mon Feb 04, 2008 6:44 am

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.

Another one was where the hero enters a room and triggers a one time only event. A few NPCs talk along with the hero and an enemy sprite takes a few steps towards the hero and a battle then starts. After it, the NPCs say something different when the hero talks to them normally by using the 'push key' event start location.

So that's about it, I'm mostly having trouble with making one time events work then having repeating ones after it. If anyone could explain how to do these things step by step, I would very much appreciate it. Right now, I'm just making a short 'test' rpg to get the hang of everything. I wanted to make a Phantasy Star fan game after it.

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.
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Postby BenoitRen » Mon Feb 04, 2008 11:53 am

Google is your friend. It's been a long time since I toyed around with that program. You want to look up how to work with switches. No idea how you do the other stuff, though.
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Postby Lord Khyron » Mon Feb 04, 2008 8:05 pm

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.
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Re: RPG maker 2000 help

Postby LegoMuskCat » Mon Feb 04, 2008 8:22 pm

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 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. ^_^

The rest of your thing, well... ^^; I don't think I could explain it well via posting without making a long post. But as far as RM2k goes, it is a very simple program and once you get the hang of the basic functions, it becomes very easy to use.

I hope this helps somewhat, and if you have anymore questions, then feel free to ask.

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 upload that under "GameOver" and go to the system tab in the database and set it to the game over screen you selected.
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Postby Danny » Mon Feb 04, 2008 9:31 pm

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. ^_^


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.

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.

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.


Where do to change the accessiblity option? Sorry if I sound kind of lame but I'm still pretty new to this.
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Postby LegoMuskCat » Tue Feb 05, 2008 1:19 am

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.

...yep, looks like you forgot to set the page condition to the switch. :p

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.
Oh, that is easy. Look for the "show picture" option in the event commands, should be on the 2nd tab.
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Postby LegoMuskCat » Tue Feb 05, 2008 1:36 am

Maybe I should write up a quick switch tutorial, yes? Or at least use some pictures.

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This is the Event editor! Isn't it pretty? ^_^

So, first things first. Double-click on the Event Comands window to bring up...

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The Event Commands Window! The 6th item down is the Change Switch option. Click it to bring up the switch operation and, well, I don't think I need to elaborate on that, but this next part is important!

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THIS is displayd in the first picture, but we shall put emphasis on it since it is key to making a switch work in events! The event conditions are very important, otherwise events will stay on the same page. This also applies to fork conditions...

Make sure that it is the 2nd page that has the set conditions! Otherwise, it won't work. And yes, I am well aware that I can be confusing at times. =3


P.S. - Sorry for the double post! ^_^

EDIT: Seems I put up the wrong image. Ah well, fixed. =3
Last edited by LegoMuskCat on Tue Feb 05, 2008 3:52 pm, edited 1 time in total.
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Postby Danny » Tue Feb 05, 2008 5:16 am

Tsu... you are too awesome for words! Thank you very much! I was finally able to do what I've wanted! Thanks again for your help and time! :D

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.

- After a battle I want to make some other actions happen afterwards but I'm not sure how.

- 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.)?

I've figured out the basic functions of switches but now I'm having trouble with variables.
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Postby LegoMuskCat » Tue Feb 05, 2008 4:00 pm

You are quite welcome. :)

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.
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.

- After a battle I want to make some other actions happen afterwards but I'm not sure how.
In the event, after you make the battle happen, simply add more actions that you want to happen afterwards.

- 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.)?
The event conditions are your friend! Simply make a new page and have the event condition either be "Hero needed" or "Item held".

I've figured out the basic functions of switches but now I'm having trouble with variables.
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.

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.
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Postby Danny » Tue Feb 05, 2008 7:54 pm

Ah, I see. Well, thank you again for your help. Heh, you were right. Once you understand how to use switches, RPG maker 2000 becomes an easy program to use.

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.


Whoa, those are some pretty neat things! I've seen them used in other fan games made using RPG maker 2000 but I've yet to learn how to do those things. I can see how they could come in handy in a RPG.

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).
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Postby LegoMuskCat » Wed Feb 06, 2008 4:46 pm

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).
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.

Here's the code for an example:
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All that over one little egg. :3 There is a shop option for selling things, but there is the 99 item limit and there is no way to change that. Also, a small tip for that, if you set the value of an item to 0, then you cannot sell it. Setting it to 1 or higher will make it sellable.
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Postby Danny » Wed Feb 06, 2008 5:34 pm

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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Postby LegoMuskCat » Thu Feb 07, 2008 12:08 am

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!
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~

Anyways, glad it helped. If there's anymore questions, I'll usually be around to answer 'em the best I can. :)
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Postby Danny » Thu Feb 07, 2008 8:21 am

There was one last thing I had on mind. Doors...

How do I make one open then teleport the hero on a different map when you walk forward into it? I can't make it open with the "push key" command then step forward and have it teleport the hero on a different map by walking one step up into the now open door. I can only do one of these things but not both.

For some reason it said the event was invalid when I tryed making one with the "move event": face right for this event. I'm kind of stumped on this. The RPG Maker 2000 help covers chests but not doors.
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Postby LegoMuskCat » Thu Feb 07, 2008 5:40 pm

Simply pick a door graphic and use this example for reference:
    <>Move Event...: this Event , Play SE , FaceRigh
    <>Wait: 0.1s.
    <>Move Event...: this Event , FaceUp
    <>Wait: 0.1s.
    <>Move Event...: this Event , FaceLeft
    <>Wait: 0.1s.
    <>Move Event...: Hero , Strt SlipTro, Up , StopSlipTro
    <>Wait: 0.1s.
    <>Teleport: 0001:MAP0001 (007,012)

Took me a minute to type up, but I hope that helps.
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