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[RM2K3] Question about pictures
author=hedge1
If you check for hero location, you can check if the map has changed and react accordingly. To use the common event below, after teleporting simply show the name of the location using standard picture number (in the example below, I used 1) with 100% transparency. No need to call an event or any other action from the teleport event. And that's it.
The event itself checks to see if the map has changed, and if it has begin the fade in animation. It then checks two more times (each time after one second) and adjusts if the map has again changed. This way at most the showing of the name will be delayed 1.1 seconds. If you encounter lag within the game, you can increase the "Wait: 0.1 seconds" at the end to something longer. You can also increase the length of time the image stays on screen by adding more "Wait: 1.0 seconds" and conditional branches.
Also, if you're going to make a lot of text based pictures, I highly recommend the Picture Text Creator. Seriously.
https://rpgmaker.net/engines/custom/utilities/78/
I just went with Dyhalto's method since that's what I was basically planning on doing anyway. It's a bit more tedious but it works just fine. I'm also using the unofficial 2003 so I'm using the text plugin.
[RM2K3] Question about pictures
author=Dyhalto
You're right. Because you're using common events, the Parallel Process continues even though you've changed maps. The only reason it doesn't visually show it continuing is because when you changed map, Picture:1 (or whichever number) only Showed at the very start, and the instructions thereafter are Move and Erase for a picture that doesn't exist in the new map.
The cleanest solution is to make an Event for each map and plop it in the same location (top left corner, bottom right corner, etc). Then all you have to do is make it a Parallel Process as normal, and turn it's own cancellation Switch ON at the very end of it's Picture shenanigans. That way if the player immediately exits, then when they come back, the Process will still be obligated to play. This method also keeps potential bugs localized to each map.
Really, the only advantage I can see to a Common Event is in case you want to change the fade and show timings of every single banner later on. That's not really worth the headache involved in adding a hundred conditional branches and switches to make sure everything plays properly though.
Okay, that sounds pretty much what I was planning on doing. Thanks for the clarification.
author=Darken
Are you using the Official RM2K3? You can just tie the transparency to a variable (starting at 100), negate or add to the variable, and use show picture command to update it constantly. Should carry over to the next map.
No, I'm using the 1.08 version.
[RM2K3] Question about pictures
Hi, so I recently implemented an event that shows the area name with a banner at the top left corner of the screen whenever you enter a new map. I have it set where the teleport event to a map with an applicable name has a switch that turns on, which activates a parallel process common event that handles the picture. The banner picture fades in, stays visible for a few seconds, and then fades out and erases itself while turning the switch off. That part works fine.
The problem I'm having is where if you enter a map while the banner fade in/out animation is still in progress and you immediately turn around and exit to the previous map, the banner does not show up at all since I'm assuming the parallel process for the banner is still finishing its execution from the map before. I think I have some ideas how to rectify this but I wanted to know if there's an easier way than having to create a separate event for every map. TIA.
The problem I'm having is where if you enter a map while the banner fade in/out animation is still in progress and you immediately turn around and exit to the previous map, the banner does not show up at all since I'm assuming the parallel process for the banner is still finishing its execution from the map before. I think I have some ideas how to rectify this but I wanted to know if there's an easier way than having to create a separate event for every map. TIA.
[RM2K3] Question about pictures in battle
Ah, I see. Thanks for the advice. I actually ditched the bars idea because they hang around even when battle sub menus are opened, and it looks ugly.
+++ DynRPG - The RM2k3 Plugin SDK +++
[RM2K3] Question about pictures in battle
This is for the non official version using the pics in battle patch. So I have some pictures being displayed during battle, namely bars under the ATB bars that show an additional resource system that I created. However, there's no way to erase those pictures until the game shifts back to the field from the battle scene. Is there any way at all to trigger events when all enemies are dead or something similar, or heck, even a better way would be some way to stop the bottom battle menu from disappearing when a battle ends?
[RM2K3] Issue with custom battle results screen
[RM2K3] Issue with custom battle results screen
So this is the chain of events: boss event is a normal event that is triggered by touch with some dialogue > battle event is called which handles what battle to display, what kind of battle, etc (this hasn't been an issue) > after battle a victory handler is called to determine XP/money gained with any multipliers > victory handler calls a battle results initiation event that sets up variables to be shown, etc and turns on the battle results switch > battle results is an auto start that activates upon battle results switch to display the results window, portraits, and text (with the text plugin), after that continually in a label loop which decrements the XP gained into each individual party members' displayed TNL value by continually calling a separate event for each party member to check their Exp and TNL and update the display accordingly (sorry this is explained horribly. Think FF7 battle results screen if you want a visual example) 'and then switches to another screen showing any money and spoils gained (does the same countdown thing as the XP does), then finally turns off the battle results switch after a wait for key press which erases all the text and pictures.
I'm not near my computer and won't be for a while so this is the best I could explain. Sorry if it's not clear, I'll try to clarify better where you have any questions.
I'm not near my computer and won't be for a while so this is the best I could explain. Sorry if it's not clear, I'll try to clarify better where you have any questions.
[RM2K3] Issue with custom battle results screen
Hmm... nope. I tried something similar like that, where at the end of the battle results I turned another switch on, and then put the post battle events in a condition where they'd only execute if that switch was on. However even with the switch turning on, the post battle events are completely ignored afterwards. The same thing happens in your suggestion which I also tried.
[RM2K3] Issue with custom battle results screen
Hi everyone,
So I made a custom battle results screen that appears after a battle ends. Without getting into too much detail, it uses several pictures and then gives control back to the player. When battling against normal enemies, it works just fine since there aren't any additional event commands that happen after the enemy is fought. However, for scripted battles and bosses where there is usually dialogue following the battle, whatever events proceed the battle results screen will happen first, and then once those are done, THEN the battle results events occur. I think this may be because of the patch that I applied that allows picture commands to be executed while messages are displaying. Anyone know how I could somehow alleviate this? If you need a better explanation of what's going on or pictures, let me know.
So I made a custom battle results screen that appears after a battle ends. Without getting into too much detail, it uses several pictures and then gives control back to the player. When battling against normal enemies, it works just fine since there aren't any additional event commands that happen after the enemy is fought. However, for scripted battles and bosses where there is usually dialogue following the battle, whatever events proceed the battle results screen will happen first, and then once those are done, THEN the battle results events occur. I think this may be because of the patch that I applied that allows picture commands to be executed while messages are displaying. Anyone know how I could somehow alleviate this? If you need a better explanation of what's going on or pictures, let me know.