![]() Regular Button → A simple button that can simulate a keyboard key.This is the place you will have to put your button images. Assign buttons to any keyboard key or script call.įirst, create a folder called “screen_controls” inside your img folder project.Two types of movement buttons: Directional pad and Joystick.Special Button that can show/hide all other buttons.Add responsive buttons on the screen for mobile games.It also can be rendered outside of the game canvas(on the black bars.) This plugin implements buttons on-screen in a responsive way, meaning their sizes and positions will be automatically adjusted according to the client screen size. So deciding the size and position for these buttons can be a pain. If you ever tried to make mobile games, you know that can be challenging to put buttons on the screen, since there is a lot of mobile devices with different screen sizes and resolutions. What this all means is now our NPC will randomly say something, without repeating the dialogue until she’s gone through them all.***Please, download the sample project and give me feedback to improve the plugin!!!*** Introduction It does have more uses, but for this we’ll just focus on the fact it lets us remove one thing without having to touch the rest of the array. Splice here is a useful JavaScript function that lets us remove the chosen array item from variable 5. $gameVariables.value(5).splice(words, 1) $gameVariables.value(n) is how we pick a single item from an array, but since we can’t use that script call in the message control character we need to set it to a different variable. This sets variable 2 as the chosen item from variable 5, so that we can call variable 2 in the message later. It starts at 0, so for our three phrases it is picking a number from 0 to 2. This looks at variable 5 and chooses a random number based on how many items are in the array. Words = Math.randomInt($gameVariables.value(5).length) If we remove them, then there are only three lines to explain (as a bonus, these lines are JavaScript which means they also work in MV). All of the lines that start with “//” are comments that don’t do anything and are just there so that we know what each part is doing. ![]() ![]() The script call may look confusing, but it’s actually rather simple. In this event we only have four conditional branches but if you want a chatterbox for an NPC you can have as many as you want.Ĭomments are your best friends, never assume that you’ll remember what an event does months later Since the variable changes at the end of the page, our first conditional branch checks if the variable is a zero and goes up by one from there. We are using conditional branches to check what variable 6 currently is and have them play the right message. But before we change that variable, we want the NPC to say what he’s supposed to. Each time the player talks to this NPC we want the variable to increase by one, so we’ll have the variable change at the end of this page. First thing is to make a variable that we will tie to this event, in this case it will be variable 6 (succinctly named “Boy’s count for speaking” because the more descriptive your variable the more likely you’ll remember what it’s for later on). We’ll use conditional branches instead of event pages in this example to keep all the NPC’s messages neatly on one page. Using a variable to keep track of how many times you’ve spoken to an NPC means the only limit to their comments is your imagination. Unlike self-switches, variables don’t have a limit. Unfortunately, self-switches are limited so you can only have a few different comments before ending up stuck on the last page. She’s very polite to the random adventurer who’s standing in her yard and going through her trash
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