Charas-Project
Game Creation => Requests => RPG Maker Programming => Topic started by: silverfang on August 10, 2008, 02:57:14 AM
-
i got 5 monsters on screen and i want a door to appear after thier all gone.
they each have thier own event saying like
zombie one dead
how do i set it so that after all 5 zombies are dead a door appears.
-
have it so every time you kill one it adds a one to a variable. Make the door open when you get X amount.
-
can you write out the code for me ^_^
-
I would but i don't have the rpg maker on this computer. Someone else can u plz get it to him
-
You need to learn how to do something so simple yourself.
Simple!
Add this to each event that initiates a battle(the monsters)
-----
I guess you already have something like "Enemy encounter; Plains 3" and such for the actuall battle.
Now, make sure that you've checked the box for "Execute custom handler" under "Escape" in that event command. Or the player will be able to run away from the battle and still get the 'points' for killing the enemy.
Under the "Victory" branch, add "Erase event"(so that the enemy event dies after- well, dying.) and then "Variable Operations".
Now, create a new variable called "Dark,dark dungeon's dreaded door"(or anything you want really, it's a good thing to remember where and when each variable is used though so it doesn't mess things up.).
Then add the command(operation) "Add" and then write a '1' so that it only adds one 'point' for each kill.
This will do so that everytime you win the battle against any of the monsters in the room, a variable will increase with 1 point. But running away and losing will not increase it.
Now, over to the actuall door.
-----------------------------------
First off, make sure that the event got two(2) pages.
You might want to add a different graphic on the second page(to show the player that it's opened).
Now then, first page. No pre-conditiond.
"Add message: "(something like) An evel presence still lurks within this room, defeat it to grant passage"
And that's pretty much all you need for that page, perhaps some sound effect. You could tell them how many monsters they must kill as well or use the" /#v"(or what it was) command to show how many you've defeated.
Second page.
Add the pre-condition "Variable: dark.dark dungeons dreaded door" is "equal to or higher": #(the number of enemy events in the room).
Now for the actuall door, just add the "hide screen-teleport-show screen" as any teleportation event to the place you want to go.
If you want the player to be forced to kill all the monsters if you return, just add a "Variable operation" at the bottom of the event list(under teleport) where you set the variable "dark,dark dungeons dreaded door" to 0.
That''s all you need. Perhaps you'd like a third page on the door event so that the player actually unlocks it with soem flasy battle animation? but that's not neccessary.
-------------------------------------------
I hope it helped and made enough sense that you'd understand how to do it yourself.
-
THANK YOU hahah i figured out what i did wrong haha thank you so very much ^_^
-
Are you having the door open when the variable is set at 5, or does it just unlock?
If it is to open, make sure the 2nd page is below hero, with touched by hero as trigger condition.
If it is to unlock, make sure the 2nd page is set at same layer as hero, with action key as trigger condition.
-
Well i manged to figure the door part out so it works now but i got a new problem now.
-
That being?
-
how do i make him shift to another character without losing the status and hp and mp and skills from the other one.
like
hero 1 is normal
hero 2 is wolf
and i switfch back and forth using a comon event
-
In or out of battle?
Out, you can just make a new class for the wolf, and switch the hero's class.
In, you would have to store the characters HP, MP, and EXP into variables, remove hero 1(human), add hero 2(wolf), and use the variables to change the stats.
-
Hmm i'll try that right now hold on
tried that but the problem is the wolf class has two weapon option
because he uses two claw weapons. one for both hands
-
Is it in or out of battle?
-
Its out of battle
-
Then make two heroes, and switch out, using the variables for HP and MP.
EXP, on the other hand, may be different... Try setting the EXP of the one switching out into one variable, then set the other one's EXP into another variable, next, subtract the amount of the first variable from the second variable. Then add that to the second one's EXP.
I may be over complicating this, though.
-
x.x hmm wait i got a way to fix this. i'll have you get sepreat exp for them both
like say one form had special skills you need to give only to him and when hes
human he gets surtain skills that way it evens it out ^_^
-
What?
-
Set an event in combat so that when all enemies hp is at 0% Activate A switch...Or Make the enemies appear on map once you touch them enter combat and set it so a variable (or switch) is activated and make an event that opens when the switches(Variables) are activated
-
Set an event in combat so that when all enemies hp is at 0% Activate A switch...Or Make the enemies appear on map once you touch them enter combat and set it so a variable (or switch) is activated and make an event that opens when the switches(Variables) are activated
Umm... different topic now, Felix...
x.x hmm wait i got a way to fix this. i'll have you get sepreat exp for them both
like say one form had special skills you need to give only to him and when hes
human he gets surtain skills that way it evens it out ^_^
What?
-
the heros are different
one uses one weapon while the other uses 2 weapons thats why im having trouble with that