Well, since this was my first post on this board, I'll try to finish what I started.
Posting something worthy of the topic is big, so print it or take notes:
OK, here is an example of how to have 4 events move together on a map, each following it's own trajectory:
I'm going to try to write this like a tutorial, but we'll see what I end up with. I'm having a sleepless night and take no responsibility for any bad jokes I may make.
First make a setting. A simple one is a flat map with a single object in the center (127,127 for you sticklers). Any object you like. If you don't like it, why bother?
Set your game to start at these coordinates and, just for this test, adjust your party to one member with no model (100% Transparent or just very small). This will center the camera on the object and the party leader will be hidden inside it.
Pick four events and place them at 5 paces North, South, East, and West of the center (various combinations of 123 and 127 for coordinates). Go to their event scripts and set their directions such that all they face the center (The one north of center faces south, etc).
I'll wait here while you do that.
Next make the individual scripts describing the four routes. In this example the three events (use any models you like) (I will call them Cows for reference, but Ducks or Wabbits or Godzillas would do just fine) will dance around a center. I'm just copying from a scene in my game so I know it works and the effort is not so great on this end (thanks to the magic of copy and paste) (use it in scripting!). This will be a little bit involved though, because you are juggling scripts and events and I tend to ramble.
In the examples [Cow N] is the name of the cow north of center. The one facing south. The rest should be obvious.
Here is the first script. It is for the cow east of center:
===========
Event Control:Change Target To [Cow E]
Event:Move SE 5 Steps Facing Movement: 7 Frames
Event Move:Change Direction N 5 Frames
Efent Effects:Single Action=Happy
Other Wait 10 Frames
Event:Move NE 5 Steps Facing Movement: 7 Frames
Event Move:Change Direction W 5 Frames
Efent Effects:Single Action=Happy
Other Wait 10 Frames
Event:Move NW 5 Steps Facing Movement: 7 Frames
Event Move:Change Direction S 5 Frames
Efent Effects:Single Action=Happy
Other Wait 10 Frames
Event:Move SW 5 Steps Facing Movement: 7 Frames
Event Move:Change Direction E 5 Frames
Efent Effects:Single Action=Happy
Other Wait 10 Frames
===========
I left that space up there to show the structure. Just copy and paste that block three times and then go in and change the directions.
Then copy and paste the whole script. Change the first line to [Cow S] and adjust the directions accordingly. To do that just examine the above script and find the section where the event turns to face south. The next line of movements is the steps SW. Start there and put the rest of the script together like a puzzle, paying attention to the directions. Don't worry, test play will reveal any mistakes. Repeat for each cow. You should have four scripts now with four events placed on a map (looking at an object you like). You do not need to attatch these scripts to the events.
Now make your "master script" which will be an "enter map" script (which must go in a "system event" as opposed to a normal event) but it could be anything from a welcome home to an interruption of people who would rather not be seen doing this kind of thing.
The Script should read like this (with your own words if you want to be taken seriously):
===========
Script Control:Apply Together
Script:Call [Cow N]
Script:Call [Cow E]
Script:Call [Cow S]
Script:Call [Cow W]
Text Message:"Trollop Trollop Splashing Bright" {uncheck the close window box}
Other:Wait 70 Frames
Text:Close Message Window
Text Message:"In The Puddles Of The Night" {uncheck the close window box}
Other:Wait 70 Frames
Text:Close Message Window
Text Message:"What Immoral Gland Or Thigh" {uncheck the close window box}
Other:Wait 70 Frames
Text:Close Message Window
Text Message:"Will Stay Thy Next Hysteria" {uncheck the close window box}
Other:Wait 70 Frames
Text:Close Message Window
==========
And may William Blake (and all poets everywhere) Forgive Me when you enter test play! But I can't help it!! I'm a Sarcaleptic. I suffer from uncontrollable bouts of sarcasm.
I warned you.
Anyway... I timed the frames so that after each time the characters all turn to face the center together the so called poem (which is the product of a deranged mind) advances. This may need adjusting, but that was close enough for government work.
Good Lord, see what happens when I have a sleepless night... It's way past my bed time. Don't ever get old.
I hope that helps.
Oh yeah, I posted a bit on making your own VFX Editor Coordinate System a while ago. It is here:
doansdomain.proboards27.com/index.cgi?board=Help&action=display&thread=1114090181A simple idea for your sword problem may be to just settle for a stab instead of a swing. Bigger margin of error. It's a wimpy way out, but it works.
And I agree that the system is complicated. If you want to make a game that meets your own standards it can take a very long time. Patience does pay off though. Good luck with it.
Peace.