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Game Maker: RPG Dialog Script

rm2kdude

Advanced Pixel-Artist
  • 358
    Posts
    20
    Years
    • Age 35
    • usa
    • Seen Oct 30, 2022
    THIS IS THE OLD VERSION, THE NEWER VERSION IS APART OF MY RPG ENGINE. This as it stands is perfect for Pokemon

    Features:
    - Highlighted faces, highlights the face that's talking.
    - Letter by Letter
    - Finish pointer, can be animated.
    - Specified colored text
    - Display Name

    The next version I want to feature:
    - Menu choices
    - Icons inside text(this is just a maybe, this really only seen in Zelda like games)
    - Final Fantasy like Comic text (will probably just display static images as that's all they are, FF7/8/9 all used static, it was not fluid) Also saves me but loads of time.
    Download Ver. 1A
     
    Last edited:
    I don't use game maker, but it'd seems like a must have if your planning to make a pokemon game with it.

    shouldn't this be up the resource center?
     
    Elarmasecreta, if you're making a pokémon game and can't make your own dialog system, there is a bigger issue.

    Anyways, it would be cool to see some screens because I don't plan to use this so I'm not downloading it :P
     
    I don't use game maker, but it'd seems like a must have if your planning to make a pokemon game with it.

    shouldn't this be up the resource center?

    This is just one peice of the puzzle, you need to know how to create poke_actors. Since Pokemon is different than standard rpgs you needs to learn to use variables, but actually a pokemon game actually and probably is easier than standard rpg actor coding.

    Code:
    var poke_id, caught_id, name, hp, hpmax, sp, spmax, exp, expnext, poke_type;
    
    // poke example
    if poke_id = 25 {
      if caught_id < = 0 {
        caught_id = 1;
        show_dialog("Congradulations, you captured a Pikachu!")
        scr_call_poke_naming(); 
      }
      else { 
        caught_id += 1; 
        show_dialog("You already caught this pokemon, would you like to keep it?")
        scr_yes_no();    
      }
    }

    for setting stat's it's simple.
    caught_id.name = "Pikachu";
    caught_id.hp = 20;
    caught_id.hpmax = hp;

    get the idea.
     
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