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Alcoholism and Drinking Event -correction-
Use the alcohol tutorial and follow it through. You actually need 2 events for this.
The Common Event strings for "Drunk" has to be in its own parallel process event (changed from player action or button press, or something like that) , otherwise it won't work. Like, we've had complaints about it.
You'll have the "condition branch: if variable drunk (we'll say it's 005) is = > (greater than or equal to) X" and then the corresponding screen changes. We're at the end of Step 2 now. Take your parallel process event and hide it in a wall or somewhere the player can't get to. That's the first one.
Create the shop, like it says in Part 5. Link your items to condition branches (there's a box for it in the items section) which will typically read "control variables: drunk + (add some number)"
finally, create a text at the bottom of your parallel process event that says:
text: variable drunk is \v[x]
where x is whatever number the drunk variable is (we said its 5, so it would be \v[5] ) If done right, the text will show you the current value of the variable after it's been changed.
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Details
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Tutorial:
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Alcoholism and Drinking Event -correction- |
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Date Listed:
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Sun, 10 Jul 2011 00:48:14 -0400 |
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Author:
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Alt_Jack
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Total Hits:
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2923 |
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