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Event Party Question
Alright - I'm aware at how noobish this question might sound, but I'll never learn unless I ask it anyway:
For a particular scene, I'm wanting my party to come out of the main hero and interact, using different sprites at different times to show reactions to the dialogue. Now, I'm aware at placing events around the hero for the party to move to, but my question is, is there an easy (or at least) easier way for events to basically get one event to react at the right time to another event to show a reaction to what was said? I'm not sure if that's clear or not, but I am getting a little more familiar with the program but I'm still not sure how to script those dialogue scenes just yet with multiple events moving around and taking cues from other events. Any help would be appreciated. |
You can have multple "events" which are the characters and have no script in them, just name them after your characters and then have "master" event on the map that controls everything. This way you can use the 'move' function to move alex and then ben. This way everything is scripted in one place and it moves everything else. This elimates switches and the dialogue can be all in one event as well so you dont confuse yourself about what comes first.
I'm gonna summon BlueCube so he can show you using code. *SUMMONS BLUECUBE* |
Using the "Call Event", right?
If Alex talks to one person, that person says something then [Call Event] someone else retorts to it, and the fourth party member starts arguing with them. All Call Events? |
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Well sorta, everything is controlled from one event, you just use the move event to move other "events" around(these would be the characters) and so it is less hassel. You would have a switch that would cause the person to become visible though.
Here's an example of what I meant, you just need to copy and paste an RPG_RT applicationone with a cool pic) into the file since the file is too big for the upload limit even when I have it set to best. Stupid isn't it? |
Quote:
You might have something like this: <> Message: "King: I AM ACTUALLY EVIL" <> Move Event: Hero, Lock Facing, Down, Down, Unlock Facing <> Message: "Hero: NOOOO" <> Move Event: King, Down <> Message: "King: Guards! Arrest him!" That would make the hero take a couple steps backwards, say "NOOOO", then the King would take a step forward and say his line. You don't need to have the King event say he's evil, switch to another event and have the hero reply and move, then switch back to the king - it's all controlled via one event. Just have to get the timing down, that's all - if you want a pause, put one in; if you want someone to walk, stop, and then say his lines, it's rather easy to figure out that you would move the event, pause until he's finished walking (and add a bit more for the dramatic pause), then have a Message event. Anyway, if you want to have other people jump out of the main hero, http://img412.imageshack.us/img412/9784/rdrr2im.png Set it up like that. (You can have the hero move into the area where he's "surrounded" by blank events prior to the event). Then just use the Move Event command intellegently and change the character sets of the events. (Make sure that any event that's south of the hero is "Above Hero" so it's drawn properly, and all others should be "Below Hero") <> Move event: GuyOnLeft, Move Right, Face Left, Change character set, Move Left, Face Up <> Pause until above event is finished (1.0 seconds? Try out various numbers) <> Move event: GuyOnRight, Move Left, Face Right, Change character set, Move Right, Face Up <> Pause etc etc <> Move event: GuyOnBottom, Move Up, Face Down, Change character set, Move Down, Face Up <> Pause etc etc That's the basic idea. |
Perfect.
Thanks everyone - this is exactly what I needed. I knew the way I was going about it was probably the hard way around.
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