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Post by NASH7777 on Jun 28, 2005 12:46:16 GMT -5
To make a tall waterfall no stretching of pieces is rquired, you can place multiple events at the same spot. all you have to do is hold i think it's r1 or r2 when making a new graphic in a spot that already has one. You then repeat and mess with the z to make a taller waterfall on the world map.
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mrbear
RPG Making Novice
Dont underestimate the bear's fury, just because he's adorable.
Posts: 102
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Post by mrbear on Jun 29, 2005 13:53:01 GMT -5
EDIT:
OOOPS, I replied to something on page one of this topic(not realising that there was a page 2,and that my post was irrelevent) so ive got nothing to say really.......... anybody seen any good movies latley?
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Post by The Smurf on Jun 30, 2005 21:15:51 GMT -5
yay! i have another script problem, and as luck would have it, its another inn event! haha not funny.
anyway, the event starts fine, but one of the commands doesn't happen at the right time. here's my script:
000: Party: Direction Move blah blah blah 001: Text Message "whatever" 002: Screen Effect: All black in 60F 003: Text: Message "no spoilers" 004: Party: Change Member [Whoever] Remove 005: Data: Flag [Flag318] On 006: Other: Wait 10F
007: Event Control: Change target to [Puppet Event] 008: Other: Wait 5F 009: Event Control: Change target to current event (are these 3 steps needed?)
010: Other: Wait 30F 011: Screen Effect: Default in 60F 012: Text Message "who cares?" 013: Data: Flag [Flag317] On
so...uh...this is the current version of the script, i've been trying different things...on line 007 the "Puppet Event" is the character removed from the party with the action of laying down equipped...he's supposed to be dead, but he walks as he lays down...uh...but the main problem is, i have him appearing before the screen goes to default, and he appears at the very end...i have no idea how to fix this, so please...help...thank you...
-the smurf
edit: and the Puppet Event is an auto that starts when Flag318 is On. and the whole script ends when Flag317 turns on.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 1, 2005 1:14:08 GMT -5
You put Other: Wait 5F instead of Event: Effects: Motion Change: Wait.
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Post by The Smurf on Jul 1, 2005 9:55:38 GMT -5
ok, i tried that, and it didn't do anything. it looked like it'd work, but i dunno. maybe should i make the puppet event not auto? i'll try that. he's still appearing after the event ends, which is the main problem...lemme try real quick.
-the smurf
edit: looks like it had nothing to do with the puppet being an auto event. i'm stumped. help?
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Post by Dungeon Warden on Jul 1, 2005 13:13:21 GMT -5
The Puppet Event is an Auto event!!!? I guess I'm going to have to explain what Event Control: Change does.
Get rid of the auto event. If is a waste of time and is not going to do want you want to do. You can't make an event run while another event is running. Turning flags on and off doesn't do anything except turn the flag on or off. Event conditions only happen after a content script ends. You can't make anything happen in the middle of a script.
Which brings us to the the reason Event Control: Change exists. This command allows you to script commands for another event while the current script is still running!
Here's what you do:
Make the puppet event a real puppet - remove any scripts it has and set it to touch (anything but auto).
change you script to this:
007: Event Control: Change target to [Puppet Event] 008: Call Script [Puppet script] 009: Event Control: Change target to current event
For the script "Puppet script" use whatever script used to be in the auto event. You can also cut and paste those commands in place of the call script command.
Remove the flag commands. They don't do anything (unless they have some effect after this script ends).
Press start on the Event Control: Change command for more details on how to use this command properly.
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Post by The Smurf on Jul 5, 2005 22:27:12 GMT -5
ha! got it working now!
actually, the puppet event needed the action script attatched to it in order to lie down, but anyway, it works, and that's all i care about. now for me NEXT inquiry (sp?):
in one town, the party splits up (as in members actually leave) cause the MC has to fight Kuromei (antagonist) alone. then the members come back, but will they be at the levels set in the Party Member Editor? is there a way to make them come back at the same stats as they were when they left? or can i show the leader and make them not be able to fight? help me out please, cause it won't work if everyone fights Kuromei, only the main character can (for reasons i hold confidential)
so please, you guys have been great so far...
-the smurf
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Post by Rodak on Jul 6, 2005 3:41:50 GMT -5
is there a way to make them come back at the same stats as they were when they left? Yes. They come back with the same stats, items, and statuses with which they left. Just use the Party: Members: Change: Remove/Add [Member] command when needed. Using this places the members in the Members Only Lounge, where they get a nice cup of tea and a crumpet while they wait to be recalled to the game. Or something like that. Sorry... Sarcalepsy is a terrible condition. Made worse by the fact that I refuse to get treatment. Peace.
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Post by Dungeon Warden on Jul 6, 2005 16:53:48 GMT -5
Remember when I said before that character information gets saved with a game save? (I think it was you that was asking why a new character appeared with zero hit points and dies when you add him to the party). Anyway, every time you save the game, all levels, experience, and items are saved along with all the characters. The starting levels and equipment only effects when the character first enters the party.
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