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-   -   Switching views away from hero (http://zelaron.com/forum/showthread.php?t=41962)

Slyvr 2007-03-15 01:41 PM

Switching views away from hero
 
I was just wondering if there is a way to switch the view in the game away from the hero. Specifically what is happening in my game is that you come out of a cave and it immediatly switches over to the river and shows a boat leaving port and heading up stream, when the boat is gone it switches back to the hero. I think I could do this, but I'd have to switch the hero's sprite to a boat and make a seperate chipset where water is walk-onable(is that a word?) Is there any way to just switch views?

Edit: One more thing, Is there a way to make a monster flee from battle? (You attack three bandits, one flees and gets on the boat and floats upstream.)

BlueCube 2007-03-15 02:52 PM

Quote:

Originally Posted by Slyvr
I was just wondering if there is a way to switch the view in the game away from the hero. Specifically what is happening in my game is that you come out of a cave and it immediatly switches over to the river and shows a boat leaving port and heading up stream, when the boat is gone it switches back to the hero. I think I could do this, but I'd have to switch the hero's sprite to a boat and make a seperate chipset where water is walk-onable(is that a word?) Is there any way to just switch views?

Edit: One more thing, Is there a way to make a monster flee from battle? (You attack three bandits, one flees and gets on the boat and floats upstream.)

You can just use the Pan Camera command for 'switching views' - just play with it to get the effect that you want.

There is a "Force Flee" battle event command, which you can use whenever you want (maybe activated via a switch when a monster dies, or on turn 0, or whatever you want, really).
...Or you can use a Escape monster behavior which has priority 100 and activates in the same manner, but that would require the bandits to be unique monsters in the array. Not as useful.

Slyvr 2007-03-18 02:47 PM

I tried the force flee thing but it doesn't work. On turn 1 I have it so they start talking and after they talk the bandit is supposed to flee. What is messing up on it?

...I just changed the hero sprite to a boat and made a copied map but with walk-onable water for my first problem...I'll have to check out the pan camera later. I've never seen that anywhere...is it an event?

Lenny 2007-03-18 03:04 PM

Can't remember which one you're using. So, for panning the camera:

RM2K3 - Pan Screen, pg3
RMXP - Move Map, pg2

BlueCube 2007-03-18 07:17 PM

Quote:

Originally Posted by Slyvr
I tried the force flee thing but it doesn't work. On turn 1 I have it so they start talking and after they talk the bandit is supposed to flee. What is messing up on it?

...I just changed the hero sprite to a boat and made a copied map but with walk-onable water for my first problem...I'll have to check out the pan camera later. I've never seen that anywhere...is it an event?

Can't tell you what's wrong, at all, without seeing the code. But for something so simple, it's only two lines, really - from the M. Groups tab, pick the enemy formation you're using. Set the trigger to "Turns elapsed 0x + 0" so everything in the script happens before any moves at all are made. Then just use a Message and a Force Flee on the monster in question.

Slyvr 2007-03-22 05:21 PM

Oh...I think it's set to the first turn not turn 0...is that it?

BlueCube 2007-03-22 07:56 PM

Quote:

Originally Posted by Slyvr
Oh...I think it's set to the first turn not turn 0...is that it?

It should still have the guy run away, just after someone makes the first move. But again, I can't help any without knowing what the code is.

Slyvr 2007-03-23 05:08 PM

Well, it's on my other computer that doesn't have internet. It's too much of a hastle so, nevermind.


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