[RMVX ACE] HOW TO MAKE NPCS (EVENTS) STAND STILL DURING EVENTS?
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I've got a good amount of experience with RM2K3, but my mind was blown recently to find a big difference between RM VX Ace and my old stand-by! So I have monsters wandering around, and when they touch the player, it initiates combat. I'm not a big fan of random encounters. But when the player initiates more complicated events, like large groups of people interacting or whatever, my monster-events are still wandering up to the player and desperately trying to touch him! Fortunately combat isn't initiated in the middle of whatever drama is going on, however, it's still really distracting to have monsters gyrating and panting all over the player. Just imagine Cloud confronting Sephiroth inside that lab or whatever it was, and the whole time there's a bunch of slimes and chocobos frantically dry-humping Cloud's leg. Total distraction!
So, how do I make everything outside of a particular event just freeze and chill out for a minute? It's weird because that was the default in 2K3.
So, how do I make everything outside of a particular event just freeze and chill out for a minute? It's weird because that was the default in 2K3.
While there isn't a "Halt All Movement" event-command, what you could try is activate a switch before certain scenes play, and set up the enemy-events so that they are not moving while such scenes are happening?
Doesn't seem like a great solution, does it?
Doesn't seem like a great solution, does it?
I made a scriptlet that does just that. Please excuse me while I shamelessly plug it here ;p
rpgmaker.net/scripts/577/
do note that it stops ALL events, for so long as a message box is open.
rpgmaker.net/scripts/577/
do note that it stops ALL events, for so long as a message box is open.
Hey karins_soulkeeper, I think I already have your script running! It's great, thanks! Unfortunately I've got a lot of long events going on, and any time there's no dialogue, that's when every random monster tries to photo-bomb the scene and ruin everything. Still, your script's a treat, and I'm grateful for it!
You know Marrend, as crazy as it sounds, I think you're right. I've got things set up so that it's easy to place random monsters in my game. I can copy one and put it anywhere, and with common events and switches the monster will see where it is, what sort of group is appropriate, and go from there. But now I'll have to go into each monster and put some checks for switches that have to do with each individual map. It's a pain, but you're right, I can't think of an easier solution.
The thing is, this is kind of like the need for karins_soulkeeper's script. I don't really understand why the default is the way it is. Seems like it made more sense in RM2K3, where when an event was happening (or just dialogue), everything else going on would chill out until the thing was over. I don't know if I've ever played a video game where things could happen in the background and ruin a scene. Seems like you should have to go out of your way and do some fancy eventing/scripting if you wanted things to happen at the same time!
Well, I guess I was just moanin' and complainin' at the end. Sorry! Thanks for the help, you two!
You know Marrend, as crazy as it sounds, I think you're right. I've got things set up so that it's easy to place random monsters in my game. I can copy one and put it anywhere, and with common events and switches the monster will see where it is, what sort of group is appropriate, and go from there. But now I'll have to go into each monster and put some checks for switches that have to do with each individual map. It's a pain, but you're right, I can't think of an easier solution.
The thing is, this is kind of like the need for karins_soulkeeper's script. I don't really understand why the default is the way it is. Seems like it made more sense in RM2K3, where when an event was happening (or just dialogue), everything else going on would chill out until the thing was over. I don't know if I've ever played a video game where things could happen in the background and ruin a scene. Seems like you should have to go out of your way and do some fancy eventing/scripting if you wanted things to happen at the same time!
Well, I guess I was just moanin' and complainin' at the end. Sorry! Thanks for the help, you two!
Aaaaah I've got it! It's easy, I was overthinking it. Any time a big-deal event is going on, I'll turn a switch on, and I'll reuse the same switch for any big-deal event, and turn it off at the end. I'll make the same conditional branch switch-check in every monster, that way I can still cut-and-paste monsters without tweaking each one individually.
Thanks Marrend! I think I thought it was a big deal because I would have to make individual switches for each event. That's silly! For some reason I do that all the time; assume something hugely complicated is going on, when it's not.
Thanks Marrend! I think I thought it was a big deal because I would have to make individual switches for each event. That's silly! For some reason I do that all the time; assume something hugely complicated is going on, when it's not.
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