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Found 2 results

  1. RPG Maker MV Plugin - Ocarina System (Legend of Zelda) Description: This plugin allows you to create musical pieces using the Ocarina and conjure different effects via common events. For more information and download, please visit my site.
  2. Zelda-Like Item System from Ocarina Of Time This is a tutorial that I made for merdouille44 on this thread. I wasn't sure if this would be beginner or intermediate. It requires a little bit of knowledge on how to set up the system, but it is not too difficult overall. The Graphics The first thing you need to do is make the HUD Interface. For me, I just tried to mimic the Ocarina interface. You can use mine if you'd like, but I'm not the best when it comes to making graphics. To make this simple, I am using the Q, W, and A buttons to use each item. Next, we need to have the items. I just exported the ACE icon set and then grabbed what items I will have for my game. For this tutorial, I'm just using two items, but you can add as many as you'd like. I chose the letter and the potion. Now, import all these graphics into your pictures folder. Getting the HUD Working Now we are ready to get the HUD working in game. First, go to the common events tab and make a new common event. Set the trigger to parallel process and then create a switch and call it Zelda_HUD. Now, the first thing you do in this common event is make a conditional branch. If the Zelda HUD is on, we are going to have the hud graphic show up. Else erase the picture. I set this up so you can turn on the HUD easily during cut scenes or if you want to have the player press a button to turn off the system at will. This is what your common event should look like so far: Next, we need to have the items show up. You are going to make a variable for each item. For mine, they will be called Zelda_Potion and Zelda_Letter. Each variable is going to be linked to the Q, W, and A button. This is how I am setting mine up: 1 = Q 2 = W 3 = A Make a conditional branch and have it set if Zelda_Potion = 1. In the else statement, you will have if Zelda_Potion = 2, and in that else statement, make it so it is Zelda_Potion = 3. The last one will be Zelda_Potion = 0. In that one, you do not need to check the else statement, and you will put Erase Picture. This is how yours should look: Now, we need to make sure that when we have one item set, for example, to Q that another item cannot be used in the Q slot. To do this, we need to make another conditional branch and have it as Zelda_Letter = 1. In the else statement, you put the image of the potion. Do this for all the branches we just made except for the Zelda_Potion = 0. Here is how it should look: Now you need to do the same thing for the letter. Now the images will not overlap one another. If you have more than two items, just follow the same layout as above. You will have to do this for every item you want to use. Now we are done with the hud! Making the System Work Now it's onto the last part. We need to make the system actually do something. Since I am using the Q, W, and A buttons in game, I will be focusing on the L, R, and X buttons in the interface. Q = L W = R X = A Now, make a conditional branch to where if the L button is pressed. You do not click the Else statement. Inside that, you make it that if Zelda_Potion is = 1, then you drink the potion. For me, I just added a text saying I drank the potion and then erasing the icon from the HUD, leaving the Q button empty again. You can replace it with an empty bottle and have it do whatever effect you would like. In that else statement, you will have it so if Zelda_Letter = 1, then it will do that interaction. For me, I just put a text saying that this is Zelda's letter. You will do this for all the buttons. Just remember to change the variables accordingly. Here is how mine looks: And that is everything! You have now created a 100% item system just like the one in Legend of Zelda, Ocarina of Time.
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