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Posted 2006-05-20, 11:01 PM in reply to Angel of death's post "RPgmaker XP help"
1) Don't bother with that now, especially if you can't do #2 at the moment - it's not worth your time at all until you understand a bit of the command language involved. (Even then, think long and hard about what you actually want to do with a day/night cycle - most of the time it's just a cheap gimmick that really adds nothing to a game besides the screen turning a different color every 10 minutes or so. Also, what you want to do with it will change how it's coded)

2) If you do something like:

<> Message: "Bob: Hello Joe"
<> Message: "Joe: Who are you, I have never met you before"

Then Bob's message will come up, wait for you to confirm, then pop up Joe's reply. Everything in a command list happens in order and usually waits for the section to complete itself before moving on (Big exception: Move Event command doesn't wait directly, you need to add a Wait command)

3) Basic switch theory! Yay! You need an event with two pages.

Page 1:
Precondition: None
Picture: Closed Treasure Chest
Trigger: Action Key

<> Play sound effect, if you want to
<> Message: "Found Eke-Eke!"
<> Change Items: Eke-Eke +1
<> Switch: [0001:RDRR] ON
<>

Page 2:
Precondition: Switch [0001:RDRR] is ON
Picture: Open Treasure Chest
Trigger: Action Key

<> Message: "Empty!"
<>



Easy enough, remember that with pages it will try to activate the highest event it can - preconditions are used to restrict which page the game will activate. In this case, the game tries Page 2 first, but can't because the switch [0001] isn't activated yet. It then tries the one before it (Page 1) and since it has no preconditions, it runs it. At the end of Page 1, the switch is activated. The next time the event is triggered, the game tries Page 2 and is successful, so it prints "Empty!" like the event says and ends the event.
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