[HELP !]a choice based on requirement

● ARCHIVED · READ-ONLY
Started by Tstark210 4 posts View original ↗
  1. Hi. so...i'm new to RPG Maker  :blink:   >_>  ,and right now i'm developing a mystery game.

    sooo....i'm kind of stuck at creating an interogation section. here's the example :

    1. the main character have the weapon of the murderer,and he want to interogate some witneses by choosing

        "DO YOU KNOW ANYTHING ABOUT THIS KNIFE ?"

    2. the main character don't have the weapon of the murderer,but he found the motive of the murderer, and he want to interogate some

        witneses by choosing

        "Do You Know anything about some gold in this building ?"

    3. the main character don't have the weapon or the motive, but he want to interogate some witneses by choosing

        " WHERE ARE YOU WHEN THE EVENT HAPPENED ? "

    how to create choice like that

    i know it's using Conditional branch.but how ?  :( .thank you  :)
  2. Let's say switch 1 is on if he's found the weapon, switch 2 is on if he knows the motive.

    You haven't said what to do if he has the weapon AND knows the motive. I'll put that in as well, but if you don't want it, you can just take it out.

    Code:
    Conditional Branch: Switch [0001: Have Weapon] is ON  Conditional Branch: Switch [0002: Know Motive] is ON    Show Text: I have the weapon, and I know the motive  Else    Show Text: I have the weapon, but I don't know the motive  Branch EndElse  Conditional Branch: Switch [0002: Know Motive] is ON    Show Text: I don't have the weapon, but I know the motive  Else    Show Text: I don't have the weapon, and I don't know the motive  Branch EndBranch End
    Just substitute the text above with whatever you want to happen under those same conditions.
  3. What Shaz described above is the evented solution. You should use event commands for this if possible, but if you're making a game with a lot of different questions based on a lot of different items, then this setup can become too much work.


    There is a different solution using script that might make the setup easier, but the more scripts you add to your project, the more potential script incompatibilities might appear. So you should use script only if they are really needed.


    You have to decide for yourself if that is the case here, but if yes then you might use the following two scripts from Tsukihime:


    http://forums.rpgmakerweb.com/index.php?/topic/6747-large-choices-built-in-multiple-choices/


    http://www.rpgmakervxace.net/topic/8842-choice-options/
  4. Note, the scripts above are for choice boxes. My evented solution does not present the player with the choice of what to do - it just checks the conditions and does whatever action is correct for whatever conditions are met.


    So it really depends on whether you want it to just do something in each situation, or you want to determine what (multiple things) can be done, and let the player choose.