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Chest Making

Here i will teach you how to make a chest in a mode that it will not give you again the tresure when you enter the map again.

1.First of all make a new event and with the image of a chest.

2.Now let's insert an text where it will say :
http://i194.photobucket.com/albums/z286 ... n01/36.jpg[/IMG]
->Recived the Cristal Sword.(Here you can make the chest to give the palyer whatever you want want's).
->Now let's make our chest to give you the item.
->Insert an Event Command to Change Weapon.
http://i194.photobucket.com/albums/z286 ... n01/37.jpg[/IMG]
->Select the Wepon you want(I selected the Bronze Sword),select the Operation to Increse and at Constant select the number of the weapon to give you(Bronze Sword).
http://i194.photobucket.com/albums/z286 ... n01/38.jpg[/IMG]

3.Now let's turn a swich on :
http://i194.photobucket.com/albums/z286 ... n01/39.jpg[/IMG]
->Now make a new switch and name it Chest 1 (The name is not important).
->Be carefull that the Operation to be ON.
->This switch is important becouse the chest will not continue to give you the item when you enter again the map.
http://i194.photobucket.com/albums/z286 ... n01/40.jpg[/IMG]

3.Make a new page.
http://i194.photobucket.com/albums/z286 ... n01/41.jpg[/IMG]
->On the new page turn at Condition a Switch ON ( Chest 1 ).
->Be carefull that the Event Image to be an open'd chest.
->Insert a TEXT where it say's :
The Chest is empty.
http://i194.photobucket.com/albums/z286 ... n01/42.jpg[/IMG]

4.I will show you some screen in the game :

Before :
http://i194.photobucket.com/albums/z286 ... n01/43.jpg[/IMG]
After :
http://i194.photobucket.com/albums/z286 ... n01/44.jpg[/IMG]

Creditz : SherKan
 

final7

Member

good, but there is no need for "chest 1", you could just use "Chest Empty" and use it for all chests, as in the end all chests will/would be empty.
 
Rather than making a new switch for each chest, you can use a self switch. Self switches are specific to that event only and won't affect any of the other chests you have in the area - or elsewhere.
 
lunarea;224127 said:
Rather than making a new switch for each chest, you can use a self switch. Self switches are specific to that event only and won't affect any of the other chests you have in the area - or elsewhere.

ooh you sound clever :P if you leave a map and return does it reset itself?
 
crispychaney;224164 said:
ooh you sound clever :P if you leave a map and return does it reset itself?

It doesn't reset. It's just like a regular switch, only it works just for that particular chest.
 
crispychaney said:
ooh you sound clever :P if you leave a map and return does it reset itself?

No.... It doesn't reset itself.... it's considered just like a switch but only effects the event it's attatched to [unless you use a script to call it8-) ].

good, but there is no need for "chest 1", you could just use "Chest Empty" and use it for all chests, as in the end all chests will/would be empty.

This will cause all the events in the game with that switch as a second page consdition to automatically go to the second page. Can really mess up a dungeon with a lot of chests.

Self-Switch is way to go. Plus it allows you to copy and paste chests... Without messing up the switches and having to fix them.


----------------------------

You can compact the event itself and make it better by using common events.

Go to common events in the Database and pick an open slot:

http://i202.photobucket.com/albums/aa40 ... nEvent.png[/IMG]

Now Name the common event something to detail what it does... I named mine "Open Chest". Give it the "044-Chest01" SE [or whatever you want. Then give a "Move Event" command and have it turn left, right, then up. Add a "Wait for Move Completion" after the "Move Event". Fuinally add a short [5 frames is more than enough really] "Wait" Command just for good measure.

You are now done with the common event:

http://i202.photobucket.com/albums/aa40 ... nished.png[/IMG]

After finished with the common event you can now use it for all the chests you have in your game. Just set up you chest like below:

First Page:
http://i202.photobucket.com/albums/aa40 ... stPage.png[/IMG]

Second Page:
http://i202.photobucket.com/albums/aa40 ... ndPage.png[/IMG]
Notice the "Direction Fix" button on the bottom. That needs to be clicked or else your chest will change graphics as you open it from different positions.
Also you need to have the "Move Animation" button off. This will make it so the graphic doesn't move at all. The move event will be the movement you want.

The second pages graphic is the open chest for obvious reasons.

____________

This technique allows a quicker chest making process. It also puts sound to the chest opening and you can watch the chest open instead of having it just pop open.

I like it, but you don't have to use it if you don't want. I find it really easy to use.

I also use this technique for my doors as well.
 
final7;224121 said:
good, but there is no need for "chest 1", you could just use "Chest Empty" and use it for all chests, as in the end all chests will/would be empty.

If you use one "chest empty" switch for all your chests, you'lk be seeing the word "Empty" REALLY often.

Let me explain: When you open your first chest, the switch will be turned off. Then every chest will read the switch as "OFF" and will appear to be empty.

So , you should use separate switches. Or even better, self-switches.

Or you can use sephirothspawn's chest script and maybe have a better result. But thinking this way will never make you independent. Learn HOW to do something, and if you do, use whatever you want. (Flamethrower equipped)
 
Off Topic but Not...

Funny thing is, There has to be a tutorial for opening a chest.....

On Topic...

Good Job With the Tut, Its easy to understand, and Lots a Pics (A Plus)

-RPgMakerMaster
 
you guys actually fight because of the simpliest thing to do with switches? if you still use global switches to make chests you should read the RMXP manual all over again. <.<"
Nice tutorial anyways, nubs will get it.
 

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