[Baby System Add-on] Offspring Takes Over

This is a very long overdue tutorial for my Baby System Tutorial. Since that thread is really old, I wasn’t sure if I should add this to that tutorial or if I should just make a new one.

 

This is a suggestion that was made a while back ago. In order to understand this, please follow my Baby System tutorial first.

I will show you two ways to have your child take over.

 

Firstborn Takes Over

 

In this, it’s very simple. Make a conditional branch under the Baby System one. Next, change the trigger to parallel process and make a switch called Death.

Now, you will make a conditional branch and put Baby 1 ID = 3 and inside the else statement put Baby 1 ID = 4. Then in that else statement you will put Game Over.

What this does is check to see if you have a child. The Baby 1 = 3, if you remember, is the boy. The baby 1 = 4 just means that the baby is female. This also makes sure that if the baby is 1 or 2, that you will get a game over since the child is still too young. You can change this by just putting Baby 1 greater than or equal to 1. Doing so will make it so that the child will take over even if he/she is still a baby.

 

Next, we need to have it so the child is linked to an actor. This is so that the child will actually take over if you die. To do this, make a new Actor and make a blank space for the child.

Now we need to make the child grow up once you die. To do this, go back to your common event tab and inside the conditional branch for Baby 1 ID = 3, remove Ralph and then change actor graphic to what you’d like. Then add the new actor you created. After that, set the Baby 1 ID to 0 and turn the Death switch off. You will do the same thing for the female.

This is how it should look so far:

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That is it for making the first born take over.

However, what if you have twins and you don’t want the first born to take over? Or you want to have a will that decides it for you?

 

Taking Over Via Will

 

This will be exactly like the first born, but we will have a new variable. This will be called Will. You will make a conditional branch in the common events and if the Will is equal to 0, then the first born will automatically take over. If the Will is set to 1, then the first born was chosen to take over. If the Will is set to 2, then the twin will take over.

This is how I set mine up:

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And that is how you make it so you can choose which child will take over once you die.

 

Other Tips

 

Now that you have both the Baby 1 and Twin in your actor database, you can actually prepare your child for becoming an adult. You can also name your child as well.

One option you can do is teach your child skills, and add the skills to the Actor as you would if it were a party member. Once your child takes over, he/she will have the skills taught. You can also create a school to send your child off to in order to learn certain skills as well.

 

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Baby System Tutorial

There are some games that allow you to have a system in your game where you can have children. This tutorial will not only show you how to have babies in your game, but how to have them age and recognize your player.

 

For this tutorial, I will not be going through how to make a relationship system. Due to this, we will be making a simple event on a bed in order to create the baby system.

 

 

 

Step 1: Create the house

This is a pretty straight forward step. Just create the house where you want the baby system set up to be. This can be the player’s home or a bedroom.

 

 

 

Step 2: Making The Common Event

Let’s say that I have two players in my team, Eric and Ralph. Eric is going to be able to have a child who will recognize Eric, but not Ralph.

 

In the common events area, make a new common event and call it something you will recognize. For mine, I called it Baby System.

 

 

Go to the conditional branch and uncheck the set handling position. Now, go to Tab 2 and click Actor Eric is positioned in Party. Inside that branch, we are going to make a new variable called Baby Failure. Now, click Variable Operation and choose the Random at the bottom. Make it 0 – 1. It should look like this:

 

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Click OK.

 

Make another conditional Branch inside the Eric conditional branch and uncheck the handling position again. We will now click the Baby Failure variable and keep it equal to 0. Click OK.

 

Now, inside the conditional branch, if the Baby Failure is equal to 0, it means that we were successful. If you want, you can add a sound effect or a balloon pop up to let the player know that they were successful. I used the Inn ME and a musical balloon pop up.

The next part is that we need to make a progress switch. Since this is Eric’s baby, we are going to make the switch called Baby In Progress. Turn that switch on.

We now need to have it so we wait a little while before the baby shows up. I am going to use the basic wait command, but if you have a time system in your game, you can use that script call to have it wait for three game days or however long you wish.

Next, we need to make the Baby Results. Make a Baby Result variable and chose the Random at the bottom. For this tutorial, we can have 1) 1 Baby 2) Twins. If you want to add triplets and such, then just add on to the variable number.

On the Random at the bottom, choose 0 – 2.

Make a conditional branch and have Baby Result = 0. Uncheck the handling position.

Now turn off the Baby In Progress switch and create a variable called EricsBaby. Make that +1.

Copy and paste all of that, but change the Baby Result to equal 1. This is so you have more of a chance to have one baby instead of twins.

Now, make another conditional branch and have Baby Result = 2. Uncheck the handling position.

Turn off the Baby In Progress switch and have the EricsBaby variable +1. Now, make a new switch and call it Twin. Click OK.

We are now done with the common event. This is what it should look like:

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Step 3 The Events

Make an event on the bed or NPC. For mine, it’s very simple. If Eric is present, you get the choice to try the baby system. If you pick to try it, call up your common event.

 

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Now, make an event on the floor somewhere. This is where your baby will spawn. Make the event under characters and a parallel process. Fill it out to look like this:

 

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So what we are doing is making a timer for when it will grow up to be a baby. If the random generator is 1, then you get a boy. If the random generator is 2, then you get a girl.

 

Now on tab 2, we are going to make the male baby boy first. You need to set the Baby ID 1 or above. This is how tab 2 should look:

 

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Tab 3 is going to be just like tab 2, except the Baby ID will be 2 or above. Here is how tab 3 looks:

 

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In tab 4, our baby is now a child. We will make the boy first. Set the Baby ID to 3 or above. Then in the event window, make a conditional branch where if Eric is in your party, he will say one thing, but if he’s not, then he will say another thing. This is what mine looks like:

 

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Tab 5 will be exactly the same as tab 4, except the graphic will be a little girl and the Baby ID will be set to 4. This is what it should look like:

 

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We now need to make the twin. This will be exactly like how we make the baby but we will use  a variable called Twin ID. Since these are the same steps, I will just show the screen shots of each tab for the twin.

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Make another event and have it set to Parallel Process. Make a conditional branch and have it have EricsBaby = 1.

For this, if you have a time system script, it would be ideal to call that up again like you did with the baby wait. Since I don’t have that script for this tutorial, I’m just going to use the timer for the baby to age up. I make another conditional branch and have it so when the timer is equal to 0, it will have the baby age up.

Now, I put timer operation: stop. You should have something like this:

 

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I now make a variable called Baby 1 Added. I set that equal to 0.

I then make a conditional branch and call it Twin ID. I set that equal to 1. Inside that conditional branch, make the Twin ID = 3 and then go to jump to label 1.

Then make a conditional branch in the else statement called Twin ID = 2. Inside that, add the variable Twin ID = 4 and then go to jump to label 1.  Everything should look like this:

 

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In EricBaby = 1 conditional branch, go to the else statement and add a Label 1. Like this:

 

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Make a variable called Twin 1 Added. Set that equal to 0.

Make a conditional branch and call it Baby 1 ID. Set that to 1. Inside that conditional branch, make the Baby 1 ID = 3.

Make another conditional branch and have the Baby 1 ID set to 2. Uncheck the handle positions. Make the Baby 1 ID = 4.

This is what the full thing should look like when finished:

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EDIT:

If you are having issues getting the Grow up feature to work (the babies will not turn into children), then try out this method instead. It is my old method of making this system so it looks a little messier:

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Hopefully this tutorial will be helpful. ^_^  There might be a better way to do this, but I am pleased with how it turned out.