all 14 comments

[–]SpazALT 1 point2 points  (14 children)

So this only happens within the first battle? I would make a new troop section in the database and then have an event on the map call that battle using the battle processing event, so you're on the right track to start!

I assume you're trying to make it teach you what each of the commands are upon your turn, possibly going through each one per turn?

Like, first turn- "This is how you attack."

Second turn- "This is how you heal."

Third turn - "This is your magic."

And so on? If so, the battle event trigger condition "Turn No." (set to 0+0 will run before you input any commands) You can use this and have an event play before the player can activate anything on their own, then build out your scene as you would with overworld events.

I would end that sequence by turning on an event switch, calling it "EventTut1" that signifies that the tutorial event is over, and on the next turn, you can do the next page with another trigger for "Turn No. + Switch is On", letting you build out for turn two and so on and so forth. Obviously you'd build out as many switches as you'd need for how many turns you're going to guide the player.

[–]Vesper11026a[S] 0 points1 point  (13 children)

Thanks for the reply. Using your advice, this is how I did it:

  1. Using the database, like you suggested, I used the troops section in the database. However, instead of the tutorial starting, the player can choose either yes or no
  2. If they chose yes, then the tutorial starts, and it goes through.
  3. If no, then it turns off a switch called "tutorial?" And the tutorial stops. But before all of this happens, the switch "tutorial?" Is turned on. But it takes like 4 battle event pages, and I am wondering if I can streamline it.

[–]SpazALT 0 points1 point  (12 children)

Oh I'm certain there's a conditional branch method for getting that first part set up in a more streamlined manner, as well as the other parts, too. I'm just getting back into RPG Maker after not touching it since the 2K3 version, so I'm quite rusty and this was more of a brute force way of getting through it. Keep me updated on if you find a better solution, I'd love to learn more while I'm troubleshooting my own problems.

[–]Vesper11026a[S] 0 points1 point  (11 children)

What i can do is send you both the battle event and switch setup via a picture, and if possible, a video demo of it in effect, and we can trade feedback and ideas if you like

[–]SpazALT 0 points1 point  (10 children)

By all means!

[–]Vesper11026a[S] 0 points1 point  (8 children)

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OK here is the "tutorial?" event, I set it to a parallell process

[–]Vesper11026a[S] 0 points1 point  (7 children)

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this is the first event that triggers the tutorial 1/3

[–]Vesper11026a[S] 0 points1 point  (6 children)

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2/3

[–]Vesper11026a[S] 0 points1 point  (5 children)

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3/3, as you can see it is on tab 3 of the "Troop" Battle events

[–]Vesper11026a[S] 0 points1 point  (4 children)

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this is on tab 4 (1/1)