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Post by peanutbutterbanana on Jun 25, 2008 22:50:42 GMT -5
How do you make an indirect effect that is always active and checks the party's location after every step?
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Post by Dungeon Warden on Jun 26, 2008 11:02:42 GMT -5
Make a custom indirect effect and set the duration to 0 (always on). Go the the advanced tab of the main character, i.e. one character that's always in the party, and add the indirect effect to the custom effects slot. If your game allows the player to choose who is in the party, you'll have to add this effect to all the characters.
Place your location checking script in a system event and put that in the world Result slot of the indirect effect.
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Post by dailycolbert on Jun 27, 2008 13:02:38 GMT -5
I think you'll need to put it on everyone. If I remember correctly from when I did this, the scripts/events in the Custom Indirect Effect only run if the party member is alive. You could also revive and heal 1 HP to every member at the end of battle to avoid this.
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raithwall
RPGM2 Helper
The World I know
Posts: 222
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Post by raithwall on Jun 28, 2008 12:12:58 GMT -5
I made one called PARTY STEP and gave it to everyone. It is indeed very useful.
Since I changed origin into mood, and have 16 moods that change after every battle I can do a lot of things here by checking the characters origin. Like hp heal per step, bank balance +1 per step, encounter ratio modifications. I have one called worried that lets the leader avoid traps and lucky which helps in random treasure.
Door bypass warp: since I use an escape system for entering shops, and use door events directly on top of the warps, I was getting stuck inside the door when I left the shop. Fuma deals with this by destroying the door, I dont understand how, but I dont like that method. So you could start out with the door set as bypass members, and then on the first indirect step target the doors and change them to solid, thus escaping the door.
Regarding Indirect Effects and Battle: unit placements are terribly huge, which creates a problem when you want specific random enemies in specific dungeons. Sadly event battles cannot occur within an indirect effect treatment, it should work but it doesn't. You also cant control the random battles in a script. Its too bad you cant change unit number. Finally, the only thing that will stop a random battle from happening is teleport. So you could auto teleport back to where you were standing, and then select a random event battle on map enter.
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