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New problem: How can I make it so that when you defeat x amount of monsters y..

RESOLVED: This is probably extremely easy...however; I left RMXP for a long time, and recently decided since I'm off of uni for a few weeks, I would attempt at working on my project again.  So of course, I'm rusty as can be.  I really would like to know the following:

How can I disable the character from moving AT ALL until an event is over.  For example, my character appears in his bed, and then his mother speeches and then she stops speaking and moves over to the kitchen.  My intention is to not let the player have the ability to move until he is commanded to do so, because he will move automatically towards his mother once she makes it to the kitchen.  Also if the player moves AT ALL during the mother's movement or until he is commanded to do so, it ruins the entire plan...so..

hopefully this makes sense, and isn't stupidly easy..which it probably is.

I'd appreciate the aid of any. :D
Thank you


New problem...
Ok, Well, I've got a type of mini game thing that I want to have happen.  What happens is my player goes into one of the NPC's basement after she invites him to do so and kill the rats for a prize.  So...what I want to happen, is that once all the rats are killed she will give him the prize...how do I do this?  If there is a tutorial on something like this here that I missed while searching please direct me to it?  Thank you :D
 
How are the rats killed?  If its via a forced battle event on a talk you could do this easily.  First on the talking event add the following condition:

Code:
conditional branch: [dead rats] == 10
Show Text:: Yay you killed all of the rats!!!  Here's something for your trouble.  Recieved Prize!
#prizes
Change items: +[xitem]
Change gold: + xgold
Change xp: + xxp

Be sure to add some sort of quest switch or variable so you can have the rat events use it to be active for the quest.

Now on each rat event set them so they have two pages activated by the action button.  On the first page have no preconditions and leave it blank or add a sound effect if you feel like it. On the second page set the precondition for it to be active when the quest switch or variable is set to an active state.  Then code the following:
Code:
#use the battle processing event and choose the option to allow escape
Battle Processing: Rats * x
If Win
Control variables: [dead rats] += 1
erase event
If Retreat
Show text:: Ha ha!!! You're scared of rats!!!

Do that for each of the rat events and each one you defeat will add one to the variable.  Once the variable reaches the amount needed for the conditional on the talking event you get your prize.
 

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