[REQUEST] Creating a Trail Of Breadcrumbs

This was requested by _Aqua_ in this thread here.

First, I’d like to say that I used Unpropro’s buying and placing items eventing tutorial as a base to set this up.

 

If you want to add an animation of the character placing the bread, check out _Aqua _’s post here.

 

The first thing you need to do is set up your map. I use the premade lost forest map for this tutorial.

This event requires quite a bit of switches and variables, so let’s get those out of the way first.

 

Items you need to create:

Bread

 

Switches you need to create:

Bread crumb 1

Bread crumb 2

Bread crumb 3

Bread crumb 4

Bread crumb 5

(Make as many switches you need for the bread. I’m just using five for the tutorial.)

 

Variables you need to create:

Player X

Player Y

Bread 1 X

Bread 1 Y

Bread 2 X

Bread 2 Y

Bread  3 X

Bread 3 Y

Bread 4 X

Bread 4 Y

Bread 5 X

Bread 5 Y

Bread Amount

 

Now, make an event and call it Bread 1. In the conditions switch, have the Bread crumb 1 switch on.

9Vr9BKc.jpg

 

Do this for all the bread crumbs and make sure the switches are changed accordingly.

 

After you finished making your breadcrumbs, create another event and set it to parallel process. Go to Set Event Location and for the first bread crumb event you made, click designation with variables and put in Bread 1 X for map X and Bread 1 Y for map y.

Do this for all your bread crumbs.

sandV5X.jpg

(Note that all those that say Bread Crumb are all different events. I forgot to label them Bread Crumb 1, Bread Crumb 2, etc when I created the events.)

 

Now we need to have it so we can erase, or collect all the bread if the player messes up on the puzzle. To do this, I’m going to use the Q button as a way to set up the erase feature.

Make a conditional branch for if we press the L button. Make a choice option (just in case the player accidently presses it) where it says “collect all bread” or cancel.

In the collect all bread, turn all the bread crumb switches off. Under all those, click change items, then click on the variable option and choose the Bread Amount variable.

Under that, click control variables and put the Bread Amount to 0.

Tnx4Qn6.jpg

 

Now, create a common event and label it Bread. Go to your item and connect the Bread common event to your item.

DB6eqHp.jpg

 

Go back to your common event and set the Variables Player X to map X and Player Y to the player’s map Y. Then set the variable Bread Amount to add 1.

mSqLl4R.jpg

 

Now, create a conditional branch to where if the bread amount is equal to 1. Inside that, turn the Bread crumb 1 switch on. Next, set the event location of the Bread crumb 1 event and set it to the variables of Player X and Player Y.

Under that, you will have Bread 1 X equal to Player’s map X and Bread 1 Y equal to Player’s map Y.

Yd1FhwO.jpg

 

 

Do that for all the breadcrumbs.

 

 

This is what your common event should look like when you are finished:

 

TGUwPfL.jpg

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Now, just make sure you give the player the bread items so they can use it.

And that is how you create a bread crumb trail. ^_^

 

 

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Multiplayer Evented System

hank you so much, merdouille44 for helping me with getting this system working. You can see the help thread here.

 

I got this inspiration for this system from Brothers: A Tale of Two Sons. I thought the idea of one player controlling two characters at the same time was interesting, but I also thought it might make a neat multiplayer system too.

The first thing you want to do is make your second character. Create an event and label it Player 2 or, in my case, Brother. Pick the graphic you’d like. Make sure that the event number is the same on every map. I highly recommend you have Event 1 be the second player for every map you make.

B24nYo5.jpg

 

Next thing you want to do is create a common event. Set it to a parallel process and label the switch Player 2 or Brother.

Now, we need to make our little brother move. To make it easier, I am keeping the default player with the default arrow keys. This means that we will use the WASD keys to have player 2 move around. However, we also need him to sprint as well. Since we have a bit of a limited keyboard (this can be fixed by using the gamepad extender ), I am just using the SHIFT button to have both characters run.

First, make a conditional branch and if we press the A button.

Place a wait 5 frames. This just makes it look smoother, but not needed.

Then set a conditional branch to the R Button. This will be the W button in gameplay.

Next, set move route where second player moves up. Since we’re in the shift button, change the speed to 5.

You will do the same set up for the rest of the buttons. It will look like this when you’re done:

 

0U9uR40.jpg

Note that the words that were cropped above were just comments for me for what controls I will be using.

 

In the else statement, it will look exactly the same, but the speed will be 4.

xr5CbJ7.jpg

 

Now we are done with our common event! Your second player should now be able to move around the map along with the first player.

 

This is the part where I got stumped on.

First, create an event and label it NPC (it can be anything you want to interact with. I’m just using an NPC as an easy example). You are going to make the npc exactly like you normally would. This is just when your first player interacts with the NPC.

87T84LU.jpg

 

Now, create another event and set it to parallel process.

The first thing you want to do is create two variables. Second Player x and second player Y. Then set it up to where they are equal to the first event’s map X and Y.

You want to do the same exact thing for the NPC.

U4aoU8k.jpg

 

Create a conditional branch to where second player x is equal to NPC x. Under that, you will have another conditional branch to where the second player is facing down. Inside that conditional branch, you will create another conditional branch and have it when the second player presses the L button. This will be the Q button in gameplay.

Next, have the variable of second player y and add 1. This is to “trick” the event into thinking that the second player is the same as the NPC’s position.

Now have another conditional branch to where second player y is equal to NPC y. Inside that, you finally put your text or interaction.

 

You will do the same thing for the facing up position, but change the variable of second player y to subtract 1.

3zK4q6c.jpg

 

You will do the same exact thing for the right and left position, but invert the second player x and y.

yZQ8byZ.jpg

 

In order to exit the second player’s message window, you have to press the 0 key on the num pad or the Z key.

 

Now you have your own multiplayer system! Or it can be a system for puzzles. The system can be turned off and on easily as well by turning off the switch we linked to our common event.

 

0NVIUZ4.jpg

Pf89Vo1.jpg

 

NOTE

If you want to have the NPC face the second player, just put in a move route where the NPC turns.

Ms7rCyc.jpg

Speed Date System

This was requested by Wren.

 

The first thing you need to do is create a map for the speed date area and, if you want, a map for the date location. For the location, I’m just using a simple beach.

 

This tutorial is going to use two switches and one variable.

 

Switches

Date Cut Scene

Speed Date

 

Variables

Bachelor

 

The first thing you need to do is create the host. For my speed date, I am going to give 30 seconds to talk to each date. Then, I am going to turn the speed date switch on.

Make a second page where when the speed date switch is on, the host will say something like, “have fun”.

0Lg5GM0.jpg

fFcDJwy.jpg

 

Now, make your first bachelor.

The first page will just have if you were talking to him outside of the speed date.

nrnxKfe.jpg

 

The second page is if you have the speed date switch on. You can have him talk about his interests, and you can set it up where you two talk back and forth. You can do that with choice options.

For this tutorial, he will just say one thing.

e3YKBZy.jpg

 

On page three, we are going to use the variable Bachelor and change it to 1 or above. The graphic will be empty because it means we picked him for our date.

i35qSeR.jpg

 

On the last page, we are going to have it that we picked someone else. This will have the bachelor variable be 2 or above.

 

Vb1hMT0.jpg

 

You will do the same thing for the other bachelors.

Bachelor 2

BTwL3QT.jpg

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atoWnqg.jpg

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LPiJ6a7.jpg

Bachelor 3

9KmuBzq.jpg

vrJQJ0l.jpg

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Now that we got the bachelors done, it’s time to move onto what happens once the timer runs out.

In a new event, make it a parallel process and have the condition where the speed date switch is on. Make a conditional branch where the timer is 0 seconds or less and inside that, put stop timer.  For this, I have it where this is when you pick the bachelors based on a choice menu. Whichever you pick you will change the bachelor variable accordingly. You can also have the other bachelors bicker with one another after the choice is made.

zPZbxlw.jpg

UgyaUmk.jpg

PO5DPvK.jpg

 

The next event is really simple. You make an event that is player touch and set the condition to where the variable is Bachelor is equal to 1 or above. Then you will transition the player to the date location with the cut scene switch turned on. This will act like the door to the date location.

 

exV1mMc.jpg

 

 

We are now done with the speed date area! It’s time to work on the date location.

 

On the date location, make an event. You can label it DATE, but do not do anything else with it.

Next, make another event and set it to autorun.

Turn on the date cutscene switch in the conditions tab. Now you will make a conditional branch for each bachelor. Set up how you want each cutscene to be for each bachelor and then turn the cutscene switch off. You will also put the bachelor variable back to 0.

IpNngCw.jpg

jELVVYQ.jpg

 

The final event will make is the transition back to the speed date area. Make sure you turn the speed date off and take the date party member out of your party if you added it.

 

2YWMPlC.jpg

 

And that is how you make a speed date system. Once you return from your date, you can continue going on dates and picking whatever bachelors you’d like. ^_^

 

ZKxRZQ8.jpg

Cooking System Like My Lazy Afternoon

I made this tutorial a while back, but never posted it in the tutorial section because I wanted to get Nong97’s permission before I did so. She just gave me the okay to post this, and I would highly recommend that you look at her game on the VX Community site if you like games such as Harvest Moon and Dating Sims in general.

 

 

STEP 1:
The Screen

For this, you just need a basic program like GIMP or Photoshop. I’m sure you can make a prettier system than me, but it should help with how she did it. :P
Open up that program and make the canvas the default map size ( Width – 544; Height – 416)
1. The first thing I did was make the box where the food title and the “what you will need” part is. Once I did that, I added the little boxes that show where the icons are. Here is a picture of what I came up with:

 

dnYXBt8.jpg

Use the text box in order to type “What You Need:” in the left corner of the bottom long rectangular box. Now, you will add the squares where you will be placing the ingredients like this: (Note: I used 8 light blue squares. You can add as many as you want.)

 

A5ysDkO.jpg

2. Now the fun part. ;)
We are going to add the recipes in each square. I’m just doing four recipes in my tutorial, but you can add as many as you want. I have decided that mine will be Sushi, Stew, Cake, and Fried Fish.

In your game, extract the icon set and then open it up with GIMP/Photoshop. I also got the Harvest Moon Iconset by decadence, I believe. I cannot find the icons at the moment, but I’m assuming you have your own icons you’re using anyway. :P

3. Now, I am going to do the Sushi first. The ingredients will be like the one in the video where you need Rice, Two Fish, and Sea Weed.
I go to the icon set and look for anything resembling those ingredients. I also look for something that can look like a sushi recipe.
Going back to my template, I add the icons to the appropriate spots. The sushi icon goes in the top small box and then the ingredients go in the bottom light blue boxes.
3.1 Since this is the active picture, we need to make it look like the sushi icon is highlighted. What I did was make a light blue box and placed it behind the sushi icon. This is what mine looks like:

 

05bnpK1.jpg

I save this in the Graphics – Pictures folder as Cooking_Sushi.png.

4. I will do the stew as well to show you the box switching. With this one, the ingredients are: Fish, Water, Mushroom, and Meat.
I repeat the same exact prossess that I did with step 3 and add the icons in the correct spots. After I get it set up to how I want, I move the highlight box that was on the sushi over to the stew icon. This is the finished look:

 

eRtx5Qy.png

I save this in the Graphics – Pictures folder as Cooking_Stew.png.

I repeat the same exact steps for the cake and fried fish. I save them as Cooking_Cake.png and Cooking_FriedFish.png.

Now we are done with our pictures! :)

STEP 2:
Setting up

Now we need to make the variables and items in order to get this working. The good news is that we just need one variable labeled COOKING.
Look through the ingredients and recipes you have in your pictures. My recipes are Sushi, Stew, Cake, and Fried Fish. For the tutorial, I labeled these in all caps so I know that they are recipes. You can add prices to yours and I made mine consumable.

The ingredients I have are: Egg, Flour, Milk, Chocolate, Fish, Bread, Mushroom, Water, Meat, Sea Weed, and Rice.
With all these ingredients, I put non consumable, but feel free to change that if you’d like. It will not affect the event system at all.

 

STEP 3:
Making It Work

The next task is getting the event to work. First, click on the oven or cooking space you have created and make an event that is same as characters. The first page is the easiest. We are just going to make it an action button that leads to self switch A and has the menu disabled:

BSnAzlr.jpg

 

Page 2 is going to be a lot more challenging, but hopefully I can explain it well.

1. Create a conditional branch and on tab 4, either click on button – RIGHT or in the script box use: Input.trigger?(:RIGHT) Unclick the set handling conditions.
1.1 Inside that conditional branch, make another conditional branch and click on the variable panel and get your COOKING variable that you created. Count the number of recipes you have. For me, I just have four recipes, so I will have the COOKING variable less than 3. Unclick the set handling conditions.
1.2 Inside that conditional branch, make the variable COOKING as add + 1. If you want a cursor sound effect when you go through the recipes, then add that inside the conditional branch as well. You should have something like this:

 

y4JvW1E.jpg

2. Create another conditional branch and on tab 4, either click on button – LEFT or in the script box use: Input.trigger?(:LEFT) Unclick the set handling conditions.
2.1 Inside that conditional branch, make another conditional branch and click on the variable panel and get your COOKING variable that you created. Make the COOKING variable greater than 0. Unclick the set handling conditions.
2.2 Inside that conditional branch, make the variable COOKING as subtract – 1. If you want a cursor sound effect when you go through the recipes, then add that inside the conditional branch as well. You should have something like this:

 

CVK0c1Q.jpg

 

3. Now, we need to make it so that clicking the right and left button actually does something. We are going to make as many conditional branches as there are recipes. I have four recipes, so I will be making four conditional branches.
3.1 The first conditional branch is my sushi recipe. Make the conditional branch the COOKING variable that we made. make the COOKING variable equal to 0. Unclick the set handling conditions.
3.1.1. Inside that conditional branch, click Display Picture and pick your first recipe picture. Mine is the sushi one, so that is the one I pick.
3.2. The second conditional branch is my stew recipe. Make the conditional branch the COOKING variable that we made. make the COOKING variable equal to 1. Unclick the set handling conditions.
3.2.1. Inside that conditional branch, click Display Picture and pick your second recipe picture.
Keep doing this until you have all your recipe pictures. Here is an example of what mine looks like:

 

LDzMcvu.jpg

 

4. We need to do something about what happens when we cancel out of the cooking screen. Since we disabled the menu access on page 1, we can now use the escape button to exit out of the cooking screen. Here is how we do that:
4.1 Go to the conditional branch on tab 4 and click button – B. Unclick the set handling conditions.
4.2. Inside that conditional branch, add clear picture (mine was picture 1, so that is the number I picked). Then, click menu access enable and self switch A = off. This is what it should look like:

 

CGdirTg.jpg

 

5. We need to make it so when we press enter, we can actually cook something! This part is rather long since this is where we add the ingredients.
5.1 Make a conditional branch and have it to where we click on button C. Unclick the set handling conditions. If you want to have a confirmation sound after you click enter, then add it here.
5.2. We are going to repeat a little bit of step 3. We are going to make as many conditional branches as there are recipes again. Since I have four recipes, I will be making four conditional branches again. Place this inside the C button Conditional Branch.
5.2.1 Make the first conditional branch COOKING = 0.Unclick the set handling conditions. Inside that, we are going to add the conditional branch of each ingredient and keep the set handling conditions on. This is long, so I will add a screenshot of what the inside looks like:

 

DE6GqYI.jpg

 

Do this for every recipe. After you get them all done, go to the trigger button and make sure it is on Autorun.

Here is what page 2 looks like completed:

MelnW6y.jpg

And that is how you make the cooking system similar to the game, My Lazy Afternoon. ^_^  Thank you so much, Nong97 for giving me the permission to post this.

 

MQ7QuHW.jpg

[REQUEST] Zelda-Like Item System from Ocarina Of Time

This is a tutorial that I made for merdouille44 on this thread.

I wasn’t sure if this would be beginner or intermediate. It requires a little bit of knowledge on how to set up the system, but it is not too difficult overall. ^_^

 

The Graphics

 

The first thing you need to do is make the HUD Interface. For me, I just tried to mimic the Ocarina interface. You can use mine if you’d like, but I’m not the best when it comes to making graphics.

 

H1bjCzq.png

To make this simple, I am using the Q, W, and A buttons to use each item. Next, we need to have the items. I just exported the ACE icon set and then grabbed what items I will have for my game. For this tutorial, I’m just using two items, but you can add as many as you’d like.

I chose the letter and the potion.

Wafr8b1.pngBJEyxhR.png

 

Now, import all these graphics into your pictures folder.

 

 

Getting the HUD Working

 

Now we are ready to get the HUD working in game.  First, go to the common events tab and make a new common event. Set the trigger to parallel process and then create a switch and call it Zelda_HUD.

Now, the first thing you do in this common event is make a conditional branch. If the Zelda HUD is on, we are going to have the hud graphic show up. Else erase the picture. I set this up so you can turn on the HUD easily during cut scenes or if you want to have the player press a button to turn off the system at will.

This is what your common event should look like so far:

gxxs6FB.jpg

 

Next, we need to have the items show up. You are going to make a variable for each item. For mine, they will be called Zelda_Potion and Zelda_Letter. Each variable is going to be linked to the Q, W, and A button. This is how I am setting mine up:

1 = Q

2 = W

3 = A

 

Make a conditional branch and have it set if Zelda_Potion = 1. In the else statement, you will have if Zelda_Potion = 2, and in that else statement, make it so it is Zelda_Potion = 3. The last one will be Zelda_Potion = 0. In that one, you do not need to check the else statement, and you will put Erase Picture.

This is how yours should look:

8wbpyDX.jpg

 

Now, we need to make sure that when we have one item set, for example, to Q that another item cannot be used in the Q slot. To do this, we need to make another conditional branch and have it as Zelda_Letter = 1. In the else statement, you put the image of the potion. Do this for all the branches we just made except for the Zelda_Potion = 0.

Here is how it should look:

KzZKQPo.jpg

Now you need to do the same thing for the letter.

XF1Drxz.jpg

Now the images will not overlap one another. If you have more than two items, just follow the same layout as above. You will have to do this for every item you want to use.

Now we are done with the hud!

 

Making the System Work

 

Now it’s onto the last part. We need to make the system actually do something. :P

Since I am using the Q, W, and A buttons in game, I will be focusing on the L, R, and X buttons in the interface.

Q = L

W = R

X = A

 

Now, make a conditional branch to where if the L button is pressed. You do not click the Else statement. Inside that, you make it that if Zelda_Potion is = 1, then you drink the potion. For me, I just added a text saying I drank the potion and then erasing the icon from the HUD, leaving the Q button empty again. You can replace it with an empty bottle and have it do whatever effect you would like.

In that else statement, you will have it so if Zelda_Letter = 1, then it will do that interaction. For me, I just put a text saying that this is Zelda’s letter.

You will do this for all the buttons. Just remember to change the variables accordingly.

Here is how mine looks:

fySNyNG.jpg

VUWzTxt.jpg

 

 

And that is everything! You have now created a 100% item system just like the one in Legend of Zelda, Ocarina of Time.

IcaVNzB.jpg

Housing and Retail Tutorial

First thing you need to do is to layout the map. For me, I am just using various sized houses for this tutorial. This is what the outside map looks like on mine:

 

RaV5Pzy.png

 

For my map, I made some really quick houses. For your homes, you can furnish the outside as much as you’d like.

The next part is to create the inside homes. If you want to buy your own furniture, there is a great video tutorial on how to do so. If you want to decorate the home, then feel free to map the inside as much as you’d like.

 

 

Buying a House

 

I consider this part the easier part. There are two ways to do this. You can use either switches or variables. For me, I am going to use variables. For this variable, I am going to call it HOUSE UPGRADE.

For my house, the variables will go like this:

Wood hut – HOUSE UPGRADE = 1

Wooden shack – HOUSE UPGRADE = 2

Large home – HOUSE UPGRADE = 3

Mansion – HOUSE UPGRADE = 4

 

The first thing we need to do is make sure that the player cannot enter the home unless they bought it (Unless you want to create an open house type of thing).

To do this, we will set a conditional branch and have HOUSE UPGRADE = x. Within the house upgrade part, we will put the typical transfer event in it. In the else statement, you can put a message saying that the player needs to buy the house first.

 

Example:

MLW0KCS.png

 

 

You will do this with all the doors.

 

Next, I am going to add sign posts to all the homes. This is optional, just something to add to your system.

This is really simple to make, it uses variable tag under the conditions area. Here is my example of it:

0bfOale.png

Note: In this first page, the variable should be set to HOUSE UPGRADE is 0 or above.

eCU5F0C.png

PefikXD.png

 

Buying From the Retail Office

 

Now we have the outside done! Time to work on the retail office.

First, build the office and create an NPC to talk to. With the NPC, you can have it greet the player and ask if you’d like to buy a house.  For mine, I set my choices to:

Wood Hut – 10G

Wooden Shack – 100G

Large House – 1000G

Mansion – 10000G

Nothing today

I also created a label in front of the choices so that the NPC will loop back to them if you do not have enough money for a certain house.

This is what my NPC event looks like:

BPppoPg.png

qvmZk5o.png

HUYTyFG.png

 

 

 

Selling Our House

 

So now we  are done with buying a house! But now we need to sell our house if we want to upgrade, or downgrade to save some gold. To make things easier, let’s make another NPC next to the guy we’ve created.

This is how I set up the NPC.

pCbGqpP.png

H54K6uh.png

MvfFETX.png

 

Now you have your own housing and retail system for your game!

Here are some other system tutorials that you might also like to add to your game:

Buying and placing furniture

Fishing and Crafting System

Cooking System (Part 2)

[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:

upGDr0v.jpg

 

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:

31se0ft.jpg

cU6XS4j.jpg

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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.

 

j8WZwMi.jpg

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.

Let’s Make Character Animations Easy!

I’m going to be upfront and say that I do not like using the move route when making character animations. There are luckily scripts out there to bypass this (Galv’s move route extras is a must-have for those who like using scripts), but this tutorial is for those who hate using scripts or just want to have a bit of practice on other ways to make animations. ^_^

 

For this tutorial, I will be using the animated volcano made by Charlesthehurst. Make sure you put a $ before the name.

The Stepping Animation

 

This one is very simple. All you need to do is in the options menu, change it to stepping animation.

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You can also choose the stepping animation in the autonomous movement section as well.

 

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Then you should be able the click the Move Route… button under the drop down menu.

In there, click stepping animation on and repeat action.

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You can also click Skip if cannot move, which will just ignore the action if it cannot be performed. This will keep the game from freezing typically.

 

Self Switch Method

 

Sometimes you can’t use the stepping animation. This method gives a little more control and you can change the speed of the animation, but it also means doing a little more work if you have an object you want to interact with. There are a few ways to go about this, but I will keep it simple and use the two easiest methods.

 

On the first event page, pick the first animation frame. Next, you need to have it set for a parallel process. I then chose wait 5 frames. This makes it a little faster than the stepping method, but it isn’t too fast. You can change it to what you like. Then, have it say self switch A is on.

 

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The next event page, in the conditions, make sure that self switch A is on. This event page will look just like the first one with the next animation frame. This time however, you will have Self Switch A = off and Self Switch B = on.

 

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The third event page will have the final animation frame and Self Switch B = off.

 

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Now we have our animated volcano up and running! ^_^

 

To make it so we can interact with it, there are two methods I am going to show. The first one is very simple. Just make an event and have it set to below characters and the trigger be action button. Put it right next to the animation.

 

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The second method is to use the event location.

 

First make the event we made above and have the trigger be same as characters.

Then, make another event anywhere on the map. Set that to autorun.

Go to tab 2 of the event commands and click on Event Location.

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Change the destination to be right on top of the animated character.

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Now, click okay and when you’re back to your event page, make a self switch A = on. Then make a new event page where the condition has Self switch A is on. This is just so the autorun stops.

 

 

Variable Animation Method

 

The self switch method is my favorite personally, but there are times that we have more animations than self switches. In order to solve this, we will use the variable animation method. This will be set up just like the self switch method, but instead, you will use a variable.  This is how it should look:

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As a reminder, make sure you set the variable back to 0 on the last frame.

With this method, you will be able to have as many animation frames as you’d like. The downside is that it uses up a variable spot for each event animation on the map.

 

And that is my small and easy tutorial on different ways to make character animations. ^_^

 

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[REQUEST] Kill X Amount of Monsters Quest

This was requested by PoorCollegeGuy.

BioWiesel made a great addition to this here.

 

NOTE: I do not know much about the standard battle system since I never use it. There might be a better way to go about this. If anyone wants to add a better solution to this tutorial, please feel free to. I will link it at the top of this tutorial so people can get to it easily. :)

 

The very first thing you want to do is set up your map. For this tutorial, it will just be the front view battle system, so make a small area and select your slime encounters.

 

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The next thing you need to do is create your NPC for the quest. For my quest, I am going to have the NPC ask me to catch ten slime (which seems a bit barbaric considering that I am a slime, but oh well. :P)

I will then put that to self switch A.

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On the next event page, make sure that you have the self switch A condition set. Now, create a variable called Monster or Slime death. Then, create a conditional branch to where if it is greater or equal to ten.

 

Inside that, add the message to say that this quest has been completed. Then, make a self switch B = on at the end.

In the else statement, I am going to say something along the lines of “You have only caught x slime.” To do this and have it show how many slime you’ve caught, you need to have it set like this in the text box:

You’ve only caught \v[18] slime.

 

What this does is it generates what variable number it is for that specific variable. Since my slime death variable is on variable 18, I typed \v[18] in the text box to call the variable.

 

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On the next event page, you are just going to have what it says after you’ve completed your quest.

 

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Now we are done with that event!

 

Next, go into your database and go into the troops tab.

Where it says battle event, you will set the condition to 1. Slime’s HP is 1% or below.

Inside that, you will put Slime Death + 1.

Make a new event page and set the condition to 1. Slime’s HP is 1% or below and inside of it, put Slime Death + 1.

Do this for each enemy in the troop.

 

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And that is how you make a kill x amount of monsters side quest without scripts! ^_^

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