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TRIHAN'S PROFILE

Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Sidhe Quest
When everything goes wrong, it's up to our heroes to go and do a bunch of other stuff!

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Another newcomer

Leophard is best pony.

Simple timer...

The thing is, in order for this event to trigger when the timer runs out, you have to make it a parallel process.

However, when you do that what happens? The timer is set to 10 seconds, then started, then a branch checks whether the timer has run out.

Need a bit of help with scripting variables in VX Ace

Looking forward to it!

Need a bit of help with scripting variables in VX Ace

If you mean it's autorun for the second pages of the enemy events, no. If you do that it'll prevent any other events from running. Just make them "When key is pressed".

Rather than making a separate event page for the damage check, have enemy collision turn on a switch called "invincible". Make a parallel process common event that's triggered by this switch that waits for 1 second and then turns the switch off.

Then, in the code that handles damage, put it all inside a conditional branch that checks whether "invincible" is off. That way it'll only run when the common event isn't (which is to say that you'll only take damage when you're not invincible).

Let me know if you need any further help implementing this.

Chase Event Help Needed (RESOLVED)

Make a label at the beginning of the code that figures out which direction the NPC needs to move in. Then, in the branch where it turns out that you do need to make that movement, jump back to the label. That way, it'll keep doing it until they find a viable tile to move to.

Chase Event Help Needed (RESOLVED)

The problem with the "move toward hero" event command is that, as you've discovered, it doesn't take into account corners and walls and things.

One way you could get around this is to code the following code yourself by working out the coordinates of the hero and moving in the direction that would take the event closer. You could then store the coordinates around the NPC and check their terrain tags (you'd have to give corners a unique terrain tag for this to work). Then in the conditional branch that would fire when the next coordinate would result in forward movement putting them against the wall, you can add an extra movement step in one of the free directions either side, which should fix the issue.

Need a bit of help with scripting variables in VX Ace

Add a new event page for each enemy that's triggered by the switch and has no movement pattern. Then when the switch is on the enemies will stop moving until it turns off again.

Wreck it Ralph - new Disney movie! ...about a video-game character?

I am so going to see this twenty times.

The Jokes Topic

It's a type of joke known as a Shaggy Dog Story, thatbennyguy. You tell a big massive long story that seems to be leading up to a particular punchline, but then end it with a complete anticlimax that has nothing to do with what the story was about.

All Skills I Create Always Miss; Any Idea Why?

You can also articulately communicate what you're looking for, so you're already miles ahead of the competition. :P