RPG VX ACE NPC MOVING HELP
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I have a guard who asks you a question. If you say no nothing happens. If you say yes he moves to the left to let you pass.
My problem is, when he moves, he either disappears, or when you enter the building, and come back out he is standing back in front of the door.
My problem is, when he moves, he either disappears, or when you enter the building, and come back out he is standing back in front of the door.
He disappears? Huh.. that's weird.
As for making him stay in place after he moves, you could make him move to the left and then activate a switch called "1: Guard Moved" or something. Then on an event to the left of the original guard (where the guard should now be standing) make another event which only appears after "1: Guard Moved" is activated which is a sprite of the guard now facing down, as if he had moved. Then on the original guard event, make a new page that makes it disappear after "1: Guard Moved" is activated.
I'm sure there's an easier way around this, but this is the most basic way I can think of. I'd like to see how other people might do this..
As for making him stay in place after he moves, you could make him move to the left and then activate a switch called "1: Guard Moved" or something. Then on an event to the left of the original guard (where the guard should now be standing) make another event which only appears after "1: Guard Moved" is activated which is a sprite of the guard now facing down, as if he had moved. Then on the original guard event, make a new page that makes it disappear after "1: Guard Moved" is activated.
I'm sure there's an easier way around this, but this is the most basic way I can think of. I'd like to see how other people might do this..
author=Yomirizer
I have a guard who asks you a question. If you say no nothing happens. If you say yes he moves to the left to let you pass.
My problem is, when he moves, he either disappears, or when you enter the building, and come back out he is standing back in front of the door.
I'd usually do what Caz suggests, but here's a random thought: After the player inputs "yes", enable a self-switch. The next event page has the condition of that self-switch being enabled. Then, set the guard's custom move route to be "Through On, Move Left, Turn Down, Through Off". Or something like this.
The end result should be that whenever the player moves back onto this screen, the guard stands aside. With "Through ON", the guard will ignore the player character in the case that the player gets teleported to where the guard was initially standing, and generally not cause any game freeze from movement issues.
I'll try that.
I'm also having a problem when I use certain char sets the character changes to a different one.
for example:
The charsets Damage 1. If I use the old man with the grey hair and mustache at the end of row three counting down, if i do anything such as talk to him, he changes to the char with the long bluish white hair from the first row directly above him.
This has happened on several of the sets that isnt a characters walking animation.
I'm also having a problem when I use certain char sets the character changes to a different one.
for example:
The charsets Damage 1. If I use the old man with the grey hair and mustache at the end of row three counting down, if i do anything such as talk to him, he changes to the char with the long bluish white hair from the first row directly above him.
This has happened on several of the sets that isnt a characters walking animation.
That's because when you speak to him, he technically turns to face you. If you click "direction fix" in the event's details, then he'll no longer turn around to face the hero but he'll still talk.
tyvm that fixed that.
I have a small cinematic before the game really starts. I have transparency on for the scene, but the player character shows up for a second then disappears, if i change trans on in the database then the player remains invisible through all my play testing unless i play it from the start.
I have a small cinematic before the game really starts. I have transparency on for the scene, but the player character shows up for a second then disappears, if i change trans on in the database then the player remains invisible through all my play testing unless i play it from the start.
Are you doing that to hide the player during the cutscene? If so I suggest you make a new party member which is completely blank with no sprite or anything. You could set its name to "Cutscene Watcher" or something so you don't accidentally delete or override it. In the database, set that party member to be your beginning hero. When the cinematic sequence ends, add your real hero to the party and remove the spriteless hero.
OMG something so simple and I couldn't think of it. You are very helpful. ^_^ I just need to remember to return it back to the spriteless hero for when someone playtests that part of the game. lol
I guess it would depend on how you work the party, but try setting the party to have no members, then put the party back after the cutscene finishes. In this case, you use the "invisible player" object as a camera and move the player for camera pans, or whatever. Though you may still have to use "Through ON" to walk through objects, if necessary.
There's nothing technically wrong with setting the player graphic to "none", and still get this "invisible player as a camera" effect. Like I said, it would highly depend on how you work your party mechanics, but if you change the graphic to "none", you'll have to set the graphic back to whatever it was before the scene started.
There's nothing technically wrong with setting the player graphic to "none", and still get this "invisible player as a camera" effect. Like I said, it would highly depend on how you work your party mechanics, but if you change the graphic to "none", you'll have to set the graphic back to whatever it was before the scene started.
OMG Caz, thanks to what you suggested for the guard, btw it worked. It has taught me more about how the self switches work, and helped me to figure out more things, like how to separately control several ppl with 1 autorun event, and even add/change graphics, such as placing a book on a table.
That's not a problem, it's all a learning experience which no one can really "teach" you. I'm happy you've managed to figure so much out! ^^
(Oh and thank Marrend too, because he is also helpful.. :P )
(Oh and thank Marrend too, because he is also helpful.. :P )
Another thing. Can these control switches, be triggered on one map, then cause an event to happen on another map later in the game?
Like leaving a character in a town in the middle of the game, then at the end of the game the character returns with different graphic and gear and what not?
Do you understand what I mean? I confused myself typing it. lol
Like leaving a character in a town in the middle of the game, then at the end of the game the character returns with different graphic and gear and what not?
Do you understand what I mean? I confused myself typing it. lol
If you want to do something like that, use a normal switch instead of a self-switch. Then you can have a page for the event that's triggered by the switch you turned on that gives the character the different graphic you want.
Self-switches, as far as I know, are not assessable by other events. Well, maybe through a script? I have no idea. Anyway, if there is an switch that needs to be enabled that multiple events "see", I usually enable a system switch, and have a new event page for the events that "see" that switch.
Does that make any sense?
*Edit: Ninja'd by Trihan!
Does that make any sense?
*Edit: Ninja'd by Trihan!
I wasn't talking about a self-switch. I was talking about a normal switch. Cause I used the guard switch that Caz suggested on another character, on a different map, and it caused the guards switch to also activate. Which made me wonder if the normal switches can control events on other maps.
Yes, you'd have to use a separate switch. Self switches only affect the event they are activated on, but normal switches will affect everything. Make a second switch for a second guard, or for however many guards you need who will be affected differently. A switch is a continual thing which is either ON or OFF at all times, and it will remain in the state you set it to be for the entire game, regardless of which maps and events are involved. It will still always check for that switch.
Ok...umm..was playing around with the weather effects. I got it raining on the town, but when i enter a building. Its also raining in the building. I want it to always be raining on this town, but not inside.
On the door event to get in each house, set the weather effects to "none". On the event to teleport back out, set the weather to "raining" again. That is the simplest way to get it done but there are other, more complex ways of doing it.
The hard (well.. not really hard, just a bit of a fiddle) way is to use a variable to track which map the hero is on. If your town map is MAP003, for example, then a common event set as a parallel process will ask: "is the player on MAP003?" > if so, it will rain. If else, there will be no weather condition.
EDIT: I should clarify, where it asks if the player is on MAP003, it is in fact using a conditional branch to check if your variable = 3.
EDIT: I should clarify, where it asks if the player is on MAP003, it is in fact using a conditional branch to check if your variable = 3.
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