Random "class", Random assigned rooms, dialogue, and "time"

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Started by Naos Rain 7 posts View original ↗
  1. Alright I had a few questions pertaining to those three aspects.

    1. Am I able to make a non fighting game that randomly assigns a "class" (in this case a job) to a character with set behaviors and look? If so how please. : ) If not. ):

    2. How do I have it so each time you start the game, the characters are already given a room to live in, but it is never the same,how do I make it so the characters appear in different places throughout the map and not just in their room randomly. 

    3. How do I make it so when these characters are talked to or are talking to someone, they say something to the character that they would only say based on who was assigned the randomized job. (like if instead of Jerry stealing your biscuit bob stole it, and one of the characters is like "DARN THAT BOB STEALING BISCUITS!" or something like that)

    4. How do you make it so the player has a certain amount of events they can do before the day starts over and the transition scene be based on what they did that day. (like if someone was attacked and it shows a specific event between your character and the wounded one)

    If you need a game type to go off of to try and get an idea of what I am talking about, I want the game to be an RPG but like a Corpse party RPG in manor. How all your actions lead to something else happening throughout the game. that sort of thing. 

    I hope I was detailed enough in my questions. any help would be loved : ) I want to try all thisstuff out before I buy RPG maker VX Ace.

    With High Hopes,

    Naos Rain
  2. You can do all that using variables and conditional branches.

    You can probably get some ideas reading the tutorials around here.
  3. 1. Yes you can make your game a non fighting game. With what you have in mind it sounds like you have alot to customize.

    I can give you a few ideas.

    First you could go into the database and make classes... named as jobs! Make skills that fit these jobs and what not, do so many jobs earn a job level and new skills to become something greater.

    As for behaviors and look, you can do this simply through story and a sprite generator.

    If you pick the job... well control switches

    Example(This event is by a wardrobe)

    Chane outfit to Job outfit or normal( The job outfit will be determined by a switch. New pages with different switches that can go on forever. These could be activated when you select the job.)

    Yes or No option and whatever outfit below... or add more choices.

    Hope that helps for number one.
  4. 1. Am I able to make a non fighting game that randomly assigns a "class" (in this case a job) to a character with set behaviors and look? If so how please. : ) If not. ):


    In your first event, which will be autorun, on a blank map, and with the PC set to transparent, you will simply do a Control Variables and set it to a random number between 1 and however many classes you have. Then you'll do a series of conditional branches (or you could use labels and Jump to Label instead) - one for each number, and you'll use the Change Class (first event page) and Change Actor Graphic (last event page) commands to set your character up.


    2. How do I have it so each time you start the game, the characters are already given a room to live in, but it is never the same,how do I make it so the characters appear in different places throughout the map and not just in their room randomly. 


    In the same autorun event, at the end, you'll do another Control Variables command, this time with a range between 1 and the number of starting rooms you have. Then another set of conditional branches, and in each one, you'll do a Transfer Player to a different room, then make them visible. Or if the room depends on their class, just include the transfer in the conditional branches above.


    3. How do I make it so when these characters are talked to or are talking to someone, they say something to the character that they would only say based on who was assigned the randomized job. (like if instead of Jerry stealing your biscuit bob stole it, and one of the characters is like "DARN THAT BOB STEALING BISCUITS!" or something like that)


    You can either use switches to indicate who's doing what (or variables would be better - a single variable could be "who stole the biscuit" and you might have a value between 1 and 5, for 5 different people. Then use conditional branches to determine which version of the text should be displayed.


    OR you can again have a variable for the biscuit stealer, and actually put their name into the variable (use the Control Variables 'Script' option and just type the name). Then in the Show Text, simply use \V[n] to display whatever is in that variable. Normally it's numbers, but it doesn't have to be.


    4. How do you make it so the player has a certain amount of events they can do before the day starts over and the transition scene be based on what they did that day. (like if someone was attacked and it shows a specific event between your character and the wounded one)


    Switches and variables again.
  5. Oh wow. Thank you. This alls sounds so complicated so I will begin my research on "branches and variables" and other things such as scripts. Thank you for the help again! Can't wait till I become a pro at this software. 

    Even Higher Hopes,

    Naos Rain
  6. Do some basic tutorials - we have a tutorials forum, so check the pinned threads at the top for starters.


    What I'm saying up there is pretty basic stuff. If you learn about switches and variables and conditional branches, it will really help your future game making efforts.


    Stay away from scripts. They are an advanced topic, they're not needed, and they're suggested WAY too often.
  7. Oh okay. Thank you for that. I glanced at some and I got really scared :)  

    And alrighty~ I will get started right away. Glad I asked. Being new to everything makes things seem harder then they really are.

    Dancing on Dandelions,

    Naos Rain