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> Monster Party, Battle Event, Conversation trigger during battle.
jerhyn
post Jan 15 2012, 01:42 PM
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Hi. I'd like to know how to create an event in Monsters Party, Battle Events menu.
I am using RPG Maker 2000 because I like it the best, and I am planning to stick with it.
On to my question.

When my hero uses his defend command in battle vs my monster, I would like for it to trigger a conversation.

example.

Battle Starts
My hero uses the defend command.
My monster says XxX.

But so far I cannot get it to work. I can get my monster to say something every x Turns, or if he gets low health, but not when my
hero defends. Please help.
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Peekly
post Jan 16 2012, 03:13 AM
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Have you tried the utilities at wombatrpgs.net? There's one called "New RPG2000 Application" that says "Make sense of variables, enter password, and that Battle Event Trigger thing".
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Milton Monday
post Jan 16 2012, 05:25 AM
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Nope; I'm afraid RM2K's default battle system can't do that. With RM2K3 you can trigger events through battle commands, but RM2K doesn't have that capability. The only workaround I can think of is a check on the monsters HP; the event would be set to trigger if it hasn't changed at the beginning of the next round; but then the event would still trigger if the hero misses or uses his turn healing or buffing.

It's not vitally important, is it? If it's just a little bit of flavor dialogue, it can be cut out without your game losing much. If it's a puzzly boss fight you need it for, a switch based skill would be a sufficient workaround. If it's a tutorial on the defend command you need it for, I assure you your players don't need that explained to them.


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jerhyn
post Jan 16 2012, 07:41 AM
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QUOTE (Milton Monday @ Jan 16 2012, 02:25 PM) *
Nope; I'm afraid RM2K's default battle system can't do that. With RM2K3 you can trigger events through battle commands, but RM2K doesn't have that capability. The only workaround I can think of is a check on the monsters HP; the event would be set to trigger if it hasn't changed at the beginning of the next round; but then the event would still trigger if the hero misses or uses his turn healing or buffing.

It's not vitally important, is it? If it's just a little bit of flavor dialogue, it can be cut out without your game losing much. If it's a puzzly boss fight you need it for, a switch based skill would be a sufficient workaround. If it's a tutorial on the defend command you need it for, I assure you your players don't need that explained to them.


Thank you. I'll try to adjust my game then.
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