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Posted 2004-09-02, 11:59 AM in reply to BlueCube's post starting "Beaten because I had to upload a..."
When I said incorporate, I mean, How can I have a conversation with someone?
When I talk to someone, I don't want them to just talk. Also, how do I set up a store? I want to have stores to buy stuff. i have no clue how to set that stuff.
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EvilLeprechaun is neither ape nor machine; has so far settled for the in-betweenEvilLeprechaun is neither ape nor machine; has so far settled for the in-between
 
 
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Posted 2004-09-02, 01:28 PM in reply to EvilLeprechaun's post starting "When I said incorporate, I mean, How..."
Stores are also an event, search through the pages og events to find it.
--

Conversations: So you want people to say different things depending on what's going on?

This can be done with simple 'conditional bracnhes'
What you do is make a switch for each set of text you want the NPC/Character to say when they talk and have the appropriate switch turned on after whatever event you want(make sure to turn off other convo events) and just have the text put in under the rite branch.

<>Branch if Switch [0001: Dialogue 1] is ON
<> Message:Bob: (Bob talks)
<> Message:Jamesjames talks)((they just go back and forth))
:END
<>Branch if Switch [0002: Dialogue 2] is ON
<> Message:Bob: (Bob talks)
<> Message:Jamesjames talks)((they just go back and forth))
<>
:END

<>Branch if Switch [0003: Dialogue 3] is ON
<> Message:Bob: (Bob talks)
<> Message:Jamesjames talks)((they just go back and forth))
<>
:END
-- And so on. Basic rundown.


~ KAMAHAME---Oh shit it's happening again.... ~
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Tyrannicide enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzTyrannicide enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
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Posted 2004-09-02, 03:47 PM in reply to Tyrannicide's post starting "Stores are also an event, search..."
RM2k3 again (I STILL DON'T KNOW WHAT YOU HAVE RIGHT NOW):

There's an event command called <>Open Shop Window for the store. Page 2 of the event commands. Put whatever items you want to sell in there (it'll be based on the prices you set in the Items tab, so you have to have items set up to sell)

--

For conversation in general, you can put as many <>Message event commands as you need, right after the other. Just double-click on an empty <> line and you'll be fine. I THINK there's a limit on event commands in a single event (it's something like 65535 though)

---

Tyrannicide:

I'll also say that pages are preferred for conversation changes, since they don't require you to turn off other event switches to see them alone. In this case, that allows "King Assassinated" and "Boss Destroyed" to affect their own events (say, the king sprite not being there and the boss sprite not being there), while making the townspeople say different things depending on the situation. Of course, it's even better (if it's a linear story line) to use variables for story advancement, but that's more of a "squeeze everything into the smallest possible file" thing.

Last edited by BlueCube; 2004-09-02 at 03:53 PM.
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BlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzBlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
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Posted 2004-09-03, 12:52 PM in reply to BlueCube's post starting "RM2k3 again (I STILL DON'T KNOW WHAT..."
Yes, that is true. But he wasn't specific enough with it, I figured he'd always want the person to be there, just different conversations. We''l wait and see.


~ KAMAHAME---Oh shit it's happening again.... ~
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Tyrannicide enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzTyrannicide enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
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