Bunch of questions...Not really sure how to do some stuff...

tlbearer

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Alright so after playing around with the new engine I was wondering if a few things were possible and if so, how one would go about doing them. I currently am using mostly Yanfly plugins.

Here is my list of questions:

  1.  Is there some way to make a journal of type that stores all of the information on main quests and side quests as you get them so the player doesn't have to play the game non-stop. I want players to be able to leave the game and come back to it later and be able to read the journal in the game and know where they left off and what they still have left to do.
  2. Is there a way to put in longer backgrounds/back stories for the characters?
  3. I wanted to have a place where the player could look over the list of characters they have gotten so far and see if they are missing any characters.
  4. Also I want to have my archer character use skills like double shot and triple shot but I'm not sure how to make it show it is hitting the same enemy 2 or 3 times and do the damage of the current weapon times 2 or 3.
  5. I also have a witch character that I want to learn spells from a spell book as they have it equip to them and then after a certain period of time they can change spell books but still have the spells they learned from the previous spell book.

Sorry about the questions, and thanks to any and all help.
 
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Tommy Gun

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Alright so after playing around with the new engine I was wondering if a few things were possible and if so, how one would go about doing them. I currently am using mostly Yanfly plugins.

Here is my list of questions:

  1.  Is there some way to make a journal of type that stores all of the information on main quests and side quests as you get them so the player doesn't have to play the game non-stop. I want players to be able to leave the game and come back to it later and be able to read the journal in the game and know where they left off and what they still have left to do.
  2. Is there a way to put in longer backgrounds/back stories for the characters?
  3. I wanted to have a place where the player could look over the list of characters they have gotten so far and see if they are missing any characters.
  4. Also I want to have my archer character use skills like double shot and triple shot but I'm not sure how to make it show it is hitting the same enemy 2 or 3 times and do the damage of the current weapon times 2 or 3.
  5. I also have a witch character that I want to learn spells from a spell book as they have it equip to them and then after a certain period of time they can change spell books but still have the spells they learned from the previous spell book.

Sorry about the questions, and thanks to any and all help.
1 - There were scripts for Ace. You'll have to wait for someone to make one for MV. But you could use Key Items (if you don't need to use the Select Key Items command for something else) that would call a common event. Each item would be like "mission 1", "mission 2", etc. The common event would give information on what to do. There are other ways to do stuff like this, just an idea.

2 - Same as above. Item that pops up text? Do it through dialogue? What are you looking for? Players probably don't want a novel in the profile section.

3 - Again, you could use items that give backstory on each character as you get them. Then you can also see who's missing. There's also the "enemy book" plugin, which is almost what you want. Maybe could be modified. Or you could simply add extra "enemies" that are really bios for the characters.
 
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tlbearer

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1 - There were scripts for Ace. You'll have to wait for someone to make one for MV. But you could use Key Items (if you don't need to use the Select Key Items command for something else) that would call a common event. Each item would be like "mission 1", "mission 2", etc. The common event would give information on what to do. There are other ways to do stuff like this, just an idea.

2 - Same as above. Item that pops up text? Do it through dialogue? What are you looking for? Players probably don't want a novel in the profile section.

3 - Again, you could use items that give backstory on each character as you get them. Then you can also see who's missing. There's also the "enemy book" plugin, which is almost what you want. Maybe could be modified. Or you could simply add extra "enemies" that are really bios for the characters.
As for 1, I am sure I could do it through key items, but I wanted something like the system in ace. For number 2, I wanted something like a codex from Dragon Age or Mass Effect games where you could look in it to learn more about the world, places you have gone to, characters, etc. For 3, I know I can do it in a long event by having the event check to see if you have gotten certain characters, but I wanted an easier way to do it. I do thank you for your help.
 

Tsaiuki North

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Well, i know for the project i was making, i have 100+ characters, each with their own tiers of story progression (side stories).


It's not convenient to do with events using conditionas.. going to be a headache that way.. What I did to accomplish this was use variables. Every step of the story they completed, i would add 1 to the variable, and certain steps required for example 5, in a progression variable. (I also use a variable to mark main story progression to prevent events from repeating.)


This would prevent overlapping of most events, and in certain cases, if you broke the story of the character (by means of like telling the character to permanently leave the party), i would set the variable to "Set -1" (i use -1 as a "met character, but character permantly gone". a -2 is typically met character, but decided not to recruit". but that can be adjusted any way appropriately really..) So no events could further be triggered in regards to this character, because they don't meet any relavent variable condition. This will also allow events to play off the characters progression even if the character is not currently in the party.. So like if another character could reference that character based on a past event they experienced if you go do a side event while that character is currently not available. It also makes it so if you require a certain amount of events to be completed before something can trigger (such a character needing to remember a certain amount of possible events, but no specific events alone), this can be done with +1 variables.. It can also be used in terms of above, Maybe i want to reference a character, but using events of "is character present" doesnt keep tabs on WHY the character isn't present.. (condition "-2": "Oh yeah.. i remember that person.. We didn't let them come along." condition-1: "Yeah. I Remember him. He was a jerk, so we kicked him off the team")both of which would be condition actor not present, but also gives much more availability to additional features.


Using variables for sidestory progression opens up a whole lot of possibilities with little headaches.
 
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tlbearer

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Well, i know for the project i was making, i have 100+ characters, each with their own tiers of story progression (side stories).

It's not convenient to do with events using conditionas.. going to be a headache that way.. What I did to accomplish this was use variables. Every step of the story they completed, i would add 1 to the variable, and certain steps required for example 5, in a progression variable. (I also use a variable to mark main story progression to prevent events from repeating.)

This would prevent overlapping of most events, and in certain cases, if you broke the story of the character (by means of like telling the character to permanently leave the party), i would set the variable to "Set -1". So no events could further be triggered in regards to this character, because they don't meet any relavent variable condition. This will also allow events to play off the characters progression even if the character is not currently in the party.. So like if another character could reference that character based on a past event they experienced if you go do a side event while that character is currently not available. It also makes it so if you require a certain amount of events to be completed before something can trigger (such a character needing to remember a certain amount of possible events, but no specific events alone), this can be done with +1 variables.. Using variables for sidestory progression opens up a whole lot of possibilities with little headaches.
I can try that but my thing is that I want the player to be able to view every main quest and side quest whenever they come back to the game so long as they haven't beaten that part of the main quest or the story quest.
 

Tsaiuki North

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I can try that but my thing is that I want the player to be able to view every main quest and side quest whenever they come back to the game so long as they haven't beaten that part of the main quest or the story quest.
If you can find a way to have a UI for the window itself, and have it display text based on variables though... but i really don't know how to make that window, or have it display text based on variable conditions.. if you figure that out though, using the variables could work well instead of keyitems and things.
 

hardqueen

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I hope that some can make an interface of displaying our own texts "and icons/Pics" that can be arranged positions with settings.

The interface also can let us set the window's border width and panel color and transparency.
 

tlbearer

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I hope that some can make an interface of displaying our own texts "and icons/Pics" that can be arranged positions with settings.

The interface also can let us set the window's border width and panel color and transparency.
I think Yanfly's plugins can change the window stuff.
 

Tsaiuki North

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You know, i just thought of something that could contribute to this. IF you can find a way to display a window with text. You can have an item (like a journal) call a common event, and in that common event, have conditional branches for each stage of the story (marked with a variable).. You can do this two ways. One way that i know would work, and one i'm not so sure how to get it to "add" lines of text to the already existing text box.


1. (Very long, and lots of duplicate text) is to have each major event be a variable. Then set condition branches for equal or less than each event progression. You'd have to duplicate the prior conditional branch over and over again to be complete though...


for example


If you complete the first 2 events in the game, it would like this:


Conditional branch IF (pvariable) is equal to 2, show text:


"(1)xdate: I met an interesting indivdual on the road leaving my hometown! We did this and this together, and i learned quite a bit about them.


(2)xdate: Upon reaching vinelandville vally, I have learned that the person I met was actually a dark sorcerer, and was only interested in the orb my mother gave me! I've been teleported to a dungeon and now i need to find a way out.."


You would then duplicate the above for 3, but add the next step. Then duplicate that and add another line for the 4th step, repeating... It's a lot of duplicate text, but it could work this way...


Conditional branch IF (pvariable) is equal to 3, show text:


"(1)xdate: I met an interesting indivdual on the road leaving my hometown! We did this and this together, and i learned quite a bit about them.


(2)xdate: Upon reaching vinelandville vally, I have learned that the person I met was actually a dark sorcerer, and was only interested in the orb my mother gave me! I've been teleported to a dungeon and now i need to find a way out..


(3)xdate: I have successfully escaped the dungeon and found myself lost in a forest. After encountering a strange gnome, he gave me information on a nearby village to the south. I'll be heading there next."


You could probably do this with a normal text box, but it'd be so crunched and annoying.


Way 2 would be finding a way to add additional lines of text using conditional branches without duplicating the story step text above it. One line per each conditional branch. Just some thoughts!


-edit


I originally put "equal to or less than (x)", but that is wrong. that would mean that it would play them all in order, and you'd go through them all multiple times... bad. Just use equal to. Only use Equal to or Greater than if you can find a way to add each new line of itself using conditional branches, applying in way 2. (sorry im so confusing)
 
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tlbearer

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You know, i just thought of something that could contribute to this. IF you can find a way to display a window with text. You can have an item (like a journal) call a common event, and in that common event, have conditional branches for each stage of the story (marked with a variable).. You can do this two ways. One way that i know would work, and one i'm not so sure how to get it to "add" lines of text to the already existing text box.

1. (Very long, and lots of duplicate text) is to have each major event be a variable. Then set condition branches for equal or less than each event progression. You'd have to duplicate the prior conditional branch over and over again to be complete though...

for example

If you complete the first 2 events in the game, it would like this:

Conditional branch IF (pvariable) is equal to or less than 2, show text:

"(1)xdate: I met an interesting indivdual on the road leaving my hometown! We did this and this together, and i learned quite a bit about them.

(2)xdate: Upon reaching vinelandville vally, I have learned that the person I met was actually a dark sorcerer, and was only interested in the orb my mother gave me! I've been teleported to a dungeon and now i need to find a way out.."

You would then duplicate the above for 3, but add the next step. Then duplicate that and add another line for the 4th step, repeating... It's a lot of duplicate text, but it could work this way...

Conditional branch IF (pvariable) is equal to or less than 3, show text:

"(1)xdate: I met an interesting indivdual on the road leaving my hometown! We did this and this together, and i learned quite a bit about them.

(2)xdate: Upon reaching vinelandville vally, I have learned that the person I met was actually a dark sorcerer, and was only interested in the orb my mother gave me! I've been teleported to a dungeon and now i need to find a way out..

(3)xdate: I have successfully escaped the dungeon and found myself lost in a forest. After encountering a strange gnome, he gave me information on a nearby village to the south. I'll be heading there next."

Way 2 would be finding a way to add additional lines of text using conditional branches without duplicating the story step text above it. One line per each conditional branch. Just some thoughts!
I might try that out, but it is still a lot more complex than the system I use in Ace. I hope someone comes out with a plugin for it.
 

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