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Horror Game scripts

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Ok guys, here's the deal

I'm making a horror game with RPG Maker VX Ace and there are things I need help with since I cant script at all... here are some scenes I need help with

1. There is a crack in the wall of the Entrance Hall. You need the Hammer and Railroad Spike to break it open just enough so the character can reach inside and grab the key. How do I make this scene happen?

2. I was able to dim the lights so it was darker but I'd like the player to find a flashlight. Not the kind of light that is around the character but infront on them like an actual flashlight. Is there an easy to use script for that? I tried Khas script but it didnt work

3. I'd like to make a journel. After certain events, like the cracked wall, it will submit an entry automatically saying something like, "I used the hammer from the kitchen and the spike from the storage and opened that crack in the wall. I reached inside and pulled out the key to the eastern hallway."

4. I'd like to make it so autorun events never come back without having them need a certain item from that event. What do I do???

5. I'd like to make jumpscares.
"I want it so when the player enters the kitchen, they'll be a fridge. If they push 'Z' at it, blood will appear and a scream will be heard."

6. Is there a way to make one event cover more then one tile? Like three tiles in a row to cover the hallway?

7. Is there a way to pull this off like Mad Father? Where creatures roam and if they touch you, you take damage? And with the HP in the corner?
 

8. I'd like to change the menu so that only status, items and Game End. Such way?

THANKS ALLOT FOR ANY HELP

I may post more problems later...

 

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  1. You can easily do this with events. Create an event that has the crack as event graphic on the first page, which is triggered upon pressing the action button. Make a conditional branch so that, if the player has these specific items/weapons in the inventory, it changes to a second event page that has the opened crack as a graphic. Now, have that second event page reward you with the key.
  2. Khas Awesome Light Effects really should be what you're looking for. What exactly doesn't work? Did you read the entire thread on these forums? Perhaps your issue is explained there.
  3. I'm pretty sure I have seen something like this before, but I don't remember where and cannot seem to find it, sorry.
  4. What? I don't quite understand that request.
  5. Make an event that shows a picture/an animation and plays a sound effect.
  6.  I'm not quite sure what you mean.
  7. There are quite a lot HUD scripts out there, simply choose one from the master list. As for the monster part: Make an event that approaches the player (movement type: approach). Check for the coordiantes of both the player and the event and if the event touches the player, have it deal damage to him or call Scene_Gameover.
  8. I think you  a word.

    Go to Window_MenuCommand in your scripts and add the # sign in front of lines 48, 49, 56, and 67.

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1. I got that idea but the crack takes up two tiles

2. Well, I have no idea how to add the script in @-@

4. Nevermind, I figured it out

5. Ok

6. Figured it out

7. Coordinates?

8. THANK YOU

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To 7: Forget about the coordinates, it can be done much simpler. Create your monster as a parallel event, set it to movement type: "approach" (you may also want to change its speed and movement frequency). Now, copy that event page and paste it as a new page. This time, set the trigger to "event touch". Enter whatever event code you want to use.

 

The following is a very simple example for the second page in which you will die after 3 hits and these hits are shown by screen flashes:

> Flash Screen 10 frames (1/6 second) without wait

> Increase variable 001 by 1

> Conditional Branch

>> if variable 001 >= 3

>>> game over

>> else

>>> wait 30 frames (half a second)

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To 7: Forget about the coordinates, it can be done much simpler. Create your monster as a parallel event, set it to movement type: "approach" (you may also want to change its speed and movement frequency). Now, copy that event page and paste it as a new page. This time, set the trigger to "event touch". Enter whatever event code you want to use.

 

The following is a very simple example for the second page in which you will die after 3 hits and these hits are shown by screen flashes:

> Flash Screen 10 frames (1/6 second) without wait

> Increase variable 001 by 1

> Conditional Branch

>> if variable 001 >= 3

>>> game over

>> else

>>> wait 30 frames (half a second)

 

Thank you!

 

But the Khas script has no instructions on how to add it in :/

Do you know how to add it?

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Khas said the instructions were in the demo, but I haven't looked at that yet.

I will look through it, but I'm not sure on which day next week.

 

Edit: Also, when you are adjusting above example to your needs, remember that the wait is absolutely necessary unless you want the monster to drain all of your five million life points in a split second ;)

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Khas said the instructions were in the demo, but I haven't looked at that yet.

I will look through it, but I'm not sure on which day next week.

 

Edit: Also, when you are adjusting above example to your needs, remember that the wait is absolutely necessary unless you want the monster to drain all of your five million life points in a split second ;)

 

Thank you. I'm gonna work on the area's before its needed then

 

Might I ask how to get rid of Weapons and Armours in the Items menu?

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 Might I ask how to get rid of Weapons and Armours in the Items menu? 

 

Add a # (hash?) before Window_ItemCategory lines 43 and 44.

 

Commenting on Khas' script tomorrow or on Friday.

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Sorry for the short delay here.

For Khas' Awesome Light Effects: download the demo.

C&P the script into your project.

You will need various images for your light effects; place them in Graphics/Lights/ (use .png for transparency).

Carefully read Khas' commentary in the top part of the script. Everything you need to know to set up and use the script is explained in detail; much better than I could ever explain it to you because Khas is the one who actually made the script.

 

If you still got more specific questions, ask them here or directly in the script's topic.

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If you are going to be adding and deleting menu options you are better off using this script rather then commenting out stuff in the default scripts I think... especially for adding new options, if you get a journal script. Honestly messing with the default scripts could be a bad idea if you add more scripts, but I guess it works.

 

Horror games sure seem like a big trend huh? Almost seems like making a base script for people to use would be a good idea. Maybe even scaled down base scripts for horror games that removes a lot of the rpg stuff (yeah I know I just said maybe altering the base scrips wasn't a good idea if you wanted to use addon scripts but sush). Though I wonder why more people don't make horror RPGs or something. :3

Edited by KilloZapit

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Hello :D i have a horror game script im also looking for.

Im looking for a script that allows me to use the "attack" command outside of battle processing. 

Like as im walking around i can press (x)  key to attack.

Get what imasaying?

 

Thank you.

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To 7: Forget about the coordinates, it can be done much simpler. Create your monster as a parallel event, set it to movement type: "approach" (you may also want to change its speed and movement frequency). Now, copy that event page and paste it as a new page. This time, set the trigger to "event touch". Enter whatever event code you want to use.

 

The following is a very simple example for the second page in which you will die after 3 hits and these hits are shown by screen flashes:

> Flash Screen 10 frames (1/6 second) without wait

> Increase variable 001 by 1

> Conditional Branch

>> if variable 001 >= 3

>>> game over

>> else

>>> wait 30 frames (half a second)

Sorry for bringing back an older thread I did not want to make a new one >.< Well.... I tried this but It did not work I then added a self switch on page 1 to make it so page 2 would work but not he just runs up to me and the screen flashes but I don't get  the game over after 3 hits .-.

 

EDIT: Never mind I got it to work. 

Edited by Lallave2006

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For some reason this website wont let me quote people so I am going to have to go straight ahead. About #6, You could copy and paste and event through the hallway and if you only want it to happen once then you can have them all set to run when walked upon when switch "Hallway_Event_1" is on. Have an introduction event turn the switch on when the game starts. have your hallway event do whatever you want it to but if you don't want it to come back, at the very end of the event add a command the turns switch "Hallway_Event_1" off. The event will not come back until the switch is turned back on. Hope this helped! I have also included a demo that can be played and opened in RPG Maker VX Ace ONLY. You may use it to take examples. (I also now realized you could also use self switches I think). (The file might have references to a game called "Dead House". That was just a game I was starting to make but I decided "forget it." and used it as your demo). Link: http://www.mediafire.com/?w5p75u3xrttr65j

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