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PostPosted: August 3rd, 2006, 5:12 pm 
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Current Question on last post

I bought RPG maker 3 a few days ago, and I've been toying with it since then, and I was wondering:

Party Members
Can I set up an event where I can switch characters from a set selection? I wanted in my game, to be able to choose any character (8-10 of them) that has helped at certain point. But I was also thinking of just split the story in 2 sides, where the selection of the first character determined who joined you.

Shops
Once I set up a shop, is it possible to update it's inventory later on? Or would I have to set up another shop with better equipment and such?


I'm not exactly asking how to make these events. I just want to know if it's possible, so I can alter the story accordingly. (And I've had to alter a lot of it already :cry )

Thanks in advance. :)


Last edited by Guarionex on September 27th, 2007, 8:46 pm, edited 4 times in total.

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PostPosted: August 3rd, 2006, 6:01 pm 
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1. I believe it's possible, but you can only have a max of 4 characters in your party. But you should be able to switch them in and out of your party if you set up the events correctly.

2. For shops, you would need to use a mode to switch between the shop event with the old items and the one with the updated items.

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PostPosted: August 3rd, 2006, 10:26 pm 
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Welcome to the mag Guarionex. You'll like it here. We're a motley crew, but a good crew. :)

1- Party Members-Ixzion is right about the max number of party members - 4. There is a good thread at the pavilionboards related to your question about switching out party members. Just click here:
http://www.pavilionboards.com/forum/sho ... php?t=7595

2- Shops
When you are using the preset shops, there aren't any modes in the setup. You can only do that if you create your own "shop." The problem with creating your own shop is that RPG Maker 3 doesn't have a condition trigger that checks your money amount, so you couldn't give away any money in random battles because you have to have your money measured by a variable. It would be much easier to create two shops. You could have one be locked until whatever point in the game your player needs to access it. Or you could have the second shop located in a town that you don't have access to until later.

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PostPosted: August 4th, 2006, 11:36 am 
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Cool, thanks for the welcome! And the tips. They sure comes in handy.
I have a few more questions :\

There's no way for me to make a "steal" or "scan" skill, right?


ANd... let's say I do the weapon trick to have a katana weilding maid...
She would be able to equip a katana for the whole game right? (If I get a better katana, and want her to equip it, will it be possible?)

I think that's all I need (or want) to know for now. (and I can't wait for actually starting the game. I had the other 2 makers, but never really got the chance of doing anything past the intro of a game)


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PostPosted: August 4th, 2006, 11:53 pm 
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Yes, but you'll have to set it up to be equippable for each Katana.

And a 'no' on the first one.

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PostPosted: August 7th, 2006, 10:36 am 
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Well, the last questions were kind of silly. (One was an obvious one I already knew the answer, and the other one could have been easily verified by me)

I have officially started making my game, and I'm oficially on my first obstacle. Locked houses.

At the start of the game, the hero will find himself in a town, where he has to approach the biggest one to activate a Storyteller event. The problem is that I don't want the party to be able to go inside until they clear the first dungeon. I know I can lock the mansion if I have a treasure item to open the door. But I don;t really want the "The door is locked, so you used the key to unlock it" everytime I enter there. Is there any other way to do this? Right now, the only thing I can think of is surrounding the entrance with invisible events to set up a message that says "I should come back later"
(That's what I was thinking of doing to make sure the player doesn't mis the Storyteller event that he's suppose to activate when he approaches the mansion)

There's another house I want to lock until someone "moves there" but I think I can leave it unlocked and just make the characters invisible or something until they move.

This might be another of those obvious questions, but I think I still ask them hoping there's indeed a way. :\


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PostPosted: August 7th, 2006, 4:17 pm 
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Regarding the house that cannot be entered until later:Well, you wouldn't have to surround the entrance with invisible events. You could use decorative items like rocks or fallen trees, or boxes, leaving only space for one invisible event [that is set to touch and has the "...come back later" message and moves the party away from the house in its event code.] That way you wouldn't eat too far into your maximum of 20 events per town limitation.

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PostPosted: August 7th, 2006, 4:18 pm 
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Don't they have flags/switches on RPGM3?

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PostPosted: August 7th, 2006, 5:27 pm 
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skyscrapper, your post seems a bit off topic, but anyway, RPG Maker 3 has variables and modes. Switches in RPG Maker 3 are not the same as you're thinking. In RPG Maker 3, switches are actual levers that you turn on or off or buttons that you press (and they are only found in dungeons).

Guarionex
Regarding your second idea (about having invisible people in an empty house)- That option is possible. You can leave that house unlocked and have a variable turn the displays of the people on after they have "moved in."

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PostPosted: August 7th, 2006, 8:58 pm 
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I was asking because I was curious. Switches/flags would be an option to make the door locked at first, then unlocked. I have a RPGM1 mentality, sorry. :p

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PostPosted: August 7th, 2006, 9:19 pm 
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Oh, that's cool. Sorry. I just didn't see the connection. Sometimes I'm a little slow. Yeah, you know, I wish they used the same terminology for things in all games. That would make things a bit less confusing. [I just realized now that we posted our two previous messages at almost the same time. 4:17 and 4:18 :) so, yeah, I see that you were figuring out a way to help Guarionex. Cool.]

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PostPosted: August 8th, 2006, 2:08 pm 
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Oh heh, thanks again! I jknew placing lots of similar events would eat up space, but never thought of just placing crates and stuff.
I'm still early in the making of my game (very early) and I'm still, "what if I change this character for that one?" and lots of other what if's

I never really thought about the making my own field, but now I'm working on how to split the lands of Koralia in different sections to distribute the monster parties, towns and dungeons. (Darn it! I've been so inmered on the story that I almost forgot about classes, stats, monsters and bosses...)

Not that my game has too many towns though. Just 2 main towns, and 3-5 small houses/mini villages scattered along the lands. I want to cram as many NPC's as I can, but I also want that each of them has something important to contribute to the story. That's why I'll just have 2 really important towns.

And I'm trying to have the typical classes found on a game (balanced character, strong but slow character, the healer, etc.) but I want them not to look like your typical class. (the mage will be a chicken who shoots fire egg, and summons packs of chickens who almost look like arrows on the enemies. And the amazing thing, I always had in mind a chicken as a playable character before RPGM3)

Anyway, I think I'm rambling. But I have so many ideas I'd like to share to see what's your opinion on them. I think I'll shut up now :lol


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PostPosted: September 1st, 2006, 7:39 pm 
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Enjoy the game. It has many limits. But so far I been really loving it.

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PostPosted: September 4th, 2006, 11:41 pm 
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Well, college, work and some personal thingies have stopped me from continuing my RPG :cry
But I hope I'll find the will to continue it sometime later.


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PostPosted: September 5th, 2006, 4:32 pm 
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Hey Guarionex,
That's cool that you realize what your priorities should be. School and real life are definitely super important. Of course, we'll all be glad to see you back on when you have some free time.

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PostPosted: September 21st, 2007, 11:18 pm 
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Cool thanks. That actually encourages me to keep working on my game whenever I have a chance. :)

Wow, this was my first topic AND post. I didn't really wanted to make a new topic asking for HELP.
But I decided I WILL make a game no matter what and was wondering...
I'm trying to make a storyteller event (prologue) where you see this castle in the background, Then I want the screen to fade to black, switch background, then get the screen to go baack to normal.
I tried this
Fade to black (fade in)
change background
Fade to black (fade out)

The result: The screen fades to black, goes back to normal, BG changes, then fades to black again and the screen stays black for the remainder of the storyteller.
Ah wait, I think I know what I did wrong, am I supposed to put fade out first, and fade in last? Darn it! Why does it come to me when I finish typing? :shakefist

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PostPosted: September 23rd, 2007, 6:20 pm 
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Yeah, fade in is fading in from black and fade out is to black.

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PostPosted: September 26th, 2007, 3:51 pm 
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Ok, I have another question.
I set up an invisible auto event in a building...
Mode 1: Auto
01- Storytellers
02- Screen Effect
03- Warp
04- Modidy Mode
05- New
Mode 2: touch
01- New

What I want is the hero to start a storyteller as soon as he enterd the building, and warp to a dungeon. The dungeon transpots him back the building at the end. But when I get back to the building, the event code for Mode 1 reactivates, sending me back to the dungeon.
Even tho, I made a second mode with nothing. I though Modify mode would take care of that.
What am I doing wrong? :\

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PostPosted: September 26th, 2007, 5:16 pm 
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Guarionex wrote:
Ok, I have another question.
I set up an invisible auto event in a building...
Mode 1: Auto
01- Storytellers
02- Screen Effect
03- Warp
04- Modidy Mode
05- New
Mode 2: touch
01- New

What I want is the hero to start a storyteller as soon as he enterd the building, and warp to a dungeon. The dungeon transpots him back the building at the end. But when I get back to the building, the event code for Mode 1 reactivates, sending me back to the dungeon.
Even tho, I made a second mode with nothing. I though Modify mode would take care of that.
What am I doing wrong? :\


No event code listed after a warp event is activated. Try placing your modify mode before your warp.

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PostPosted: September 27th, 2007, 8:51 pm 
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I got another question :|

I'm not too sure how exactly should I assign stats to my characters. (Like what could be the average poits per stats) but so far, I'm using the samples as examples. My question realy is this one:

What's the formula for damage? Is is simply Attackers strenght - foes damage = total damage, or is it something more complicated?
On my playtest, both I and the enemy kept hitting 0-1 hp damage to each other. (That's going to be a pretty intense first dungeon if you ask me!)

Sometimes I wish I had the manual :\

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