Joined: November 28 2006
Location: Japan
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Posts: 4170
Topic: Dracona's Tutorials Page! Posted: June 12 2010 at 4:39am
So, I'm making random tutorials through sheer boredom. Now, no one comment on how some of these have been done before or how else to do them. These are MY tutorials and MY ways of doing it. I know there are better eventers out there than me, but I don't care. I'm just sharing how I do things so as to give people ideas~
So, let's get started!
Contents:
Simple Chest Event (1 Common Event, 2 Event Pages).
Simple Door Event (1 Common Event, 1 Event Page).
Temporary Dash Event (3 Common Events, 1 Animation, 1 Item).
Simple Chest Event
Simple Chest Event!
Goal:
To make a simple chest that opens and gives you an item, which then remains open for the remainder of the game etc...
Step 1:
First, you'll want to go to your database and go to the "Common Events" tab. This makes it easier as you'll likley use the Chest system a lot in your game.
You will want make a new Common Event and name it "Chest", and then set it up like this:
What this event script does is temporarilly turns off the Direction Fix of the chest (you'll see why this is needed in a minute), and then proceeds to play the sound effect of a chest opening, followed by moving the chest through three more frams of animation to make the chest look like it is opening and then turn the Direction Fix back on.
Step 2:
Next you will want to create your Chest event, so go back to your map and go to your required location, then, on the events layer, double click to create a new event and set it up as follows:
Point 1: First, you will want to give your chest a Chest graphic. Make sure it is facing the direction you want your chest to be.
Point 2: Next, input the event code. First, call the Common Event we just made, named "Chest". After this, you will want to call the "Show Text" command and type in what it is you found in the chest, followed by the "Change Items" event, and give whatever items it is you want the chest to contain. Finish it off by turning on Self Switch A.
Point 3: Make sure Direction Fix is on. This will prevent your chest event from changing direction should you open it from another side.
Point 4: Leave this as the default settings, with "Action Button" checked.
Point 5: Now click "New Event Page" to make your chest's second page.
Step 3:
Now we move on to the final step. On your new event page, you will want to set it up like so:
Point 1: This time, you want to choose the bottom graphic of the chest you selected for the previous step. This will display the chest as open.
Point 2: Next, under "Conditions", ensure that this event page is only called when Self Switch A is on.
Point 3: Next, insert a basic "Show Text" command, notifying the player that the chest is empty.
Point 4: Make sure these settings are the same as those on the previous page, with Direction Fix on.
Point 5: As with the previous step, leave these settings as their default settings.
And that is all there is to it. You now have a simple, yet effective functioning chest event. ^-^
Simple Door Event
Simple Door Event!
Goal:
To make a simple door event that shows the door opening and the player passing through.
Step 1:
For the first step, go to your Database and go to the Common Events tab, then create a new Common Event named "Door" and set it up like this:
What this does is ensures that the event can only be called if the character is facing up (ie: Looking at the door). It then plays the sound effect of a door opening and plays through three frames of animation to make the door open.
It then turns on the character's "through" setting, so he can pass through the door, and then moves him up one space, into the door itself and switches the character's "through" setting off.
Step 2:After creating this common event, you will want to create a new event in your map, wherever you want the door to appear. Set out the first event page like this:
Point 1: Choose the graphic of the door you wish to use.
Point 2: Insert your new common event named "Door" as the first action in the event, followed by the "Transfer Player" Event, and have this lead to wherever you want the character to appear once he has passed through the door.
Point 3: When choosing the direction your character should face when entering the door, it is usually best left on "Retain", so they appear facing up on the next screen, but this may be changed if you require them to face another direction upon going through the door.
And that's all there is to the simple door event~ ^-^
Temporary Dash Event
Temporary Dash Event!
Goal:
To make an item that grants your character increased speed for a limited time.
Step 1:
First of all, you will want to open your Database and go to the Animations Tab. Make a new animation and have it look a little like this;
Point 1: Name the new animation something memorable.
Point 2: Do not have any animation graphic selected.
Point 3: Make the animation small. I suggest about 5 frames.
Point 4: Add a simple sound effect and have the character flash one colour and last five frames.
Step 2:
With your animation set up, go to your Common Events page and create three new Common Events. Name the first one "Dash", the second "Dash 2" and the third "Dash 3".
Next, set up the first Common Event (Dash) to look like this;
Point 1: Add a "Control Switches" event and have it turn on a new switch named "Dash". That is all for this page. Now go to the common event page "Dash 2".
Step 3:
Set this page up like so;
Point 1: Add in the listed event commands. These events show the animation of using a special move on the player and then increase the speed. After a wait of a certain amount of time, the speed will decrease back to normal and turn off the "Dash" switch. If you want to increase the time of the "dash", simple make the "wait" command a higher interger.
Point 2: Make sure that the Conditions are set to "Dash", so it only activates when the switch "Dash" is turned on.
Point 3: Make sure that "trigger" is set to "Paralell".
Step 4:
For this step, go to your final Common Event page, "Dash 3". Set this page up like this;
Point 1: Set up the event actions like this. These show the simple animation you created that shows when the character is effected by "dash". It repeats every five frames. If you are using a longer animation, then make the "wait" the same number of frames as the animation.
Point 2: As with the previous common event page, make sure conditions are set to "dash", so it only activates when the switch named "dash" is on.
Point 3: Also as with the previous common event page, make sure the trigger is set to "parallel".
Step 5:
For the final step, go to the "items" tab and create a new item. You may name it anything you want. I am naming mine "Dash Orb". Set out the item properties like this;
Point 1: Name the item anything you want and give it an appropriate icon.
Point 2: Make sure you can not use this item in battle and only from the items menu.
Point 3: Make sure that the item activates the common event page "Dash" when used. DO NOT USE ANY OF THE OTHER COMMON EVENT PAGES!
Point 4: If this is a key item, do NOT make it consumable. If you want the character to find or buy this item throughout the game, then make it consumable.
Ant that is all. All that needs to be done now, is for this item to be placed inside a chest etc... and when you select it from your item menu and use it, your character's speed will be raised for a limited time and during the duration of this time, your character will flash to indicate it is still in effect. ^-^
Joined: May 05 2007
Location: United Kingdom
Online Status: Offline
Posts: 7391
Posted: June 12 2010 at 10:02am
Some nice tutorials you got there! Maybe one on picking flowers and then them re-appearing after a certain amount of time even if you leave the map would be cool >.> lol
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