Game Development Reference
In-Depth Information
The only things I'll require are the following:
That the barkeeper inform the player of the threat of monsters from the nearby cave,
explaining that they are threatening the town's livelihood. Set a switch to ON after the initial
conversation and then have the barkeeper talk about something else, if the player speaks to
him/her again. You can use Show Text events for the greater part of the conversation and Show
Choices when you want the player to weigh in with a response.
Noah is the tenth premade actor in RMVXA. Use his graphic as an event placed behind the
altar at the temple. If the player has already talked to the barkeeper (the relevant switch is ON),
have Noah join Eric's party. If the player has not, Noah should recommend that they speak to
the various townsfolk, to get a feel for what's going on. This should be a three-page event, with
the third page removing the Noah event from the screen after he is added to the party. You can
use the Change Party Member event command to have Noah join the player's party.
If you're unclear on how to tackle those two character events, I will explain them in detail later in the chapter.
With that said, I should take some time to cover how to make the various NPCs that will be running the inn and the
shops. If you check the third page of the Event Commands list, you'll find a command called Shop Processing. Clicking
it brings up a relatively simple window (as shown in Figure 4-9 ).
Figure 4-9. The window that appears when Shop Processing is selected
 
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