[REQUEST] Add Different Character Faces in Text Box for Same Actor

Requested by Juztsacki

 

This one was a bit hard for me to title, but hopefully it makes sense in the long run.

The first thing you need to do is make your character creation map.

Now, make our first character option, which I chose Ralph. You want to create a variable called CHARACTER. When you select Ralph, that variable is going to be equal to 1.

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You will do this for all your other selections, changing the variable number each time.

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Now, you want to make your second map where you start after picking your character. Create your NPC and select the face set. Type in the message for that NPC.

 

Now, create a conditional branch under that and when the CHARACTER is equal to 1, make it so that Ralph’s face and message shows up.

You will do this for all the characters. It should look similar to this:

 

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And that is how you make it so you do not have to pick different actors in the database. ^_^

 

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Footstep Sounds with Terain Tags

As TheoAllen pointed out, using Region ID’s is pretty tedious. Here is another method of creating the footstep sounds.

 

Step 1 is creating your map. I am using the same map as before for this.

Go into your database and click on the tilesets tab. Click on the last button that says terrain tag and have the wood floor be 1 and the carpet be 2.

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Next, you are going to make your event and have it set to parallel process. Set your variables Player X to Player’s Map X and Player Y to Player’s Map Y like you do in the Region ID tutorial.

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Now, go back to the get location info in the map area of the event command tab three. However, instead, we are going to pick the Terrain Tag ID this time around.

 

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Next, you will make a conditional branch where if the terrain tag ID is equal to 1, else if the terrain tag ID is equal to 2.

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The next steps are exactly like how they were in the region ID tutorial. Add your buttons pressed, the wait command, then the sound effects you want to play.

This is how the end result should look:

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The effects will be exactly the same as the region ID one, but it just places it in the terrain tag ID so you can use the region IDs for something else, and it makes things simplier. ^_^

Footstep Sounds with Region ID

This is a very easy tutorial on how to create footstep sounds with using region ID’s. To make things easier, we are not going to use the common events tab and will keep this event on our map. If you want this as a common event, you will just make it as a parallel process and connect it to a switch.

 

Step 1 is to create our map. For this tutorial, I am going to  have a wooden floor and a carpet area (I wanted to do grass, but we don’t have any in the interior tilesets).

 

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Next, we are going to add the region ID. In the top area where the blue character is (the event button), click on the button to the right of it. It should be a square with different colored boxes. When you click on it, you should see all these numbers pop up in the tileset tab.

I am going to use 1 for the wood floor and 2 for the carpet. Fill in the whole map with the region IDs that you want to use.

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Now switch back to the event tab.

 

Create a new event and have the trigger be parallel process.

The first thing we need to do is set up the Player’s X and Y. To do this, just create two variables called Player X and Player Y.

Now, set the variable Player X to Player’s Map X in the Game Data area.

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Do the same exact thing with Player Y, except have it go to Player’s Map Y.

 

This is how the event should look so far:

 

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Next we are going to set up the region ID.

Go to the third tab in the event commands and in the top right corner should be an area called Map. Go to the last button in that area that is called Get Location Info… and click on that.

Create a new variable called Player Region ID. For the info type, you will pick Region ID, and click Destination with variables. Choose the variable Player X and Player Y.
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Now you are going to make a conditional branch. You will have the if the player region is equal to 1, else if the player region is equal to 2.

This is how the event should look so far:

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Now make another conditional branch and have it where if the up button is being pressed, if the down button is being pressed, if the left button is being pressed, or if the right button is being pressed.

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You will do the same exact thing in the conditional branch where the player region ID is equal to 2.

 

Inside the new conditional branches we made where we pressed the buttons, we are going to add a wait command so it doesn’t sound like a machine gun is going off when we walk. I like to use wait 15 frames myself, but you can play around with it and see what speed you want the footsteps to be.

 

Inside the region 1 conditional branch, we are going to add the sound effect. I chose the “knock” SE that come with RPG Maker. Place this under your wait commands.

In the region 2 conditional branch, I used the “blow6” SE since that was the closest I could find to a carpet sound.

Here is what the finished event should look like:

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And that is how you create an evented footstep sound. ^_^  You can add as many region ID’s as you’d like and can turn it on or off on any map.

 

[REQUEST] Vehicle Music Changer

This is a request made by Vicious in this thread.

 

To make this really easy, I am going to keep the event on the map instead of on a common event. If you want this in a common event, just make sure you add a switch and have the common event set to a parallel process to it.

 

The first thing you want to do is go into the system database and make sure that the airship music is off.

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Next, make an event and set it to parallel process. Then, make a conditional branch to if the airship is driven. In the else statement, make sure that you stop the music.

Click inside the conditional branch and create a new variable called Airship. Create a conditional branch where if the airship is equal to 1. Place the music you want the first airship to have.

In the else statement of the airship conditional branch, make another one where if the airship is equal to 2. Place the music you want the second airship to have.

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The last thing you need to do is make another event. Set the first page to parallel process and the second page to action button. On the second page, make sure the self switch A button is on.

 

On the first page, select the Airship variable and set it to which airship music you want. Then under that, put Self Switch A = ON.

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And that is how you make it so the airship can change music! ^_^

 

[REQUEST] Send your dog hunting

This is a request made by Captor Medicine in this thread.

 

The first thing you want to do is create your maps.

Now, you want to make an event and it might help to make sure it is the same event number on all maps. To make it easier, I am just using Event 1 and I am naming it Dog.

Now, in the conditions tab, click the switch button and label a switch. I called mine Dog and placed a dog graphic in the event.

Next you add a choice box and label it the interactions you want to have. I picked: Pet, Follow Me, Cancel.

Copy and paste this event in all the maps you want your dog.

And that is it for that event! You can place it on all the maps you want your dog and the system.

Here is how it should look:

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Now you want to create a common event and have it set to a parallel process, then make a switch and call it Hunting.

First, create a conditional branch set to when your dog is in the party. In the else statement set the Dog switch on.

Now we will focus on what happens if your dog is in your party.

For me, I like to use buttons as a way to call the event, and since this is a smaller system, I plan on just using the choice menu.

In the common event you just made, create a conditional branch and set it to what button you want to press to call the event. For me, I am going to use the A button, so I will call the X button in the conditional branch.

Inside that conditional branch, set up the choice menu and place the interactions you want. For me, I picked: Hunt, Stop Following Me, Cancel.

In the Hunt choice, we are going to remove the dog from our party. Next, create a variable called Randomizer and set the random variable to how you’d like it. For me, I choice 0 – 3.

Then, create a wait command to how long you want your dog to hunt for. In my case, I set it to 400 frames.

Now, place your dog back in your party.

Next, create a conditional branch to when the randomizer is equal to 1. In mine, I have it so the dog found a potion.

In the else statement, set another conditional branch and have it equal to 2. In there, I put that the dog found magic water.

This is how mine looks:

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And that is all to making a hunting system where your dog fetches the items for you. ^_^

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