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Exploratory Practice

Learning RPG Maker 2003 notes 3

switches

gives two answering options. introduces conversation branches. watch video again to observe dialogue loops: how to make the options players choose either loop back to the NPC’s starter text, or lead to a “mission”

for example, if you choose one reply option, you can set a control switch to activate which you can use to change npc text, make new npcs or tiles appear and probably more that i haven’t worked out yet. It is definitely a feature that would be useful for story progression.

Idea: after sleep 1, ( interact with bed ) npc dialogue of friends becomes more familiar.

make sure to set up a new contents page for a control switch. click new page, choose switch conditions and set specific control switch.

variables

numbered options. can open up multiple different control conditions instead of dialogue options/ switches which only have two options: on, off/ true, false.

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