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Other Game Creation => Program Troubleshooting => Topic started by: Akuma on January 31, 2006, 10:52:33 PM

Title: Event interactions
Post by: Akuma on January 31, 2006, 10:52:33 PM
Is there any relatively simple way to make separate moving events recognize and interact with one another?

Also, what would be a good way to make a good FF6-style multi-party system?
Title: Event interactions
Post by: blueXx on February 01, 2006, 08:11:13 AM
explain multi party system for those of us who didn't play ff6

and there is no event touch..
you gonna have to make a parallel process that looks about:

e1x= check event1X
e1y= check event1y
e2x= check event2x
e2y= check event2y
temp= e1x
temp = -e2x

if temp = 1 then
-do stuff (meaning event 1 is to the right of event 2)
if temp = -1 then
-do stuff (event 1 is from the left)

then you do the same with y
might come a bit tricky but that's what you got Xx
Title: Event interactions
Post by: Akuma on February 01, 2006, 05:17:09 PM
Multi-party: You have two or three separate parties, which you can switch between by pressing a button. All parties explore the same area, so multiple parties might be on the same screen at once.

I was afraid it might have to be that...Very unfortunate, as it would take over 300 variables just for the inter-event recognition. Oh well; that part of the design can be shafted, I guess.
Title: Event interactions
Post by: blueXx on February 01, 2006, 05:33:40 PM
ok hmm so for the variables, you can always use old variables to check new event xs and ys i don't see why would it take 300 variables.. maybe just 300 conditional branches -.-

for the multi party..
heh that's challanging in a way, here is a short basic:

para process conditioned by pushing a button

it will then check the position of the hero and the 2 other parties
-hero x
-hero y
-event x
-event y
-event2 x
-event2 y

would have added map but sadly events don't have those and thus you'll only be able to stay on the very same map until you leave with all or something..

then it goes:
if vparty = 0(default, meaning you use the hero) then
-vparty= +1
-tintscreen(black, 0sec)
-vtempx=herox
-vtempy=heroy
-vtempx = -1
-vtempy =-1
-teleport event(vtempx,vtempy)
-teleport hero(eventx, eventy)
-teleportevent(herox,heroy)
-change herographics(graphics of event)
-change eventgraphics(graphics of hero)
-tint: normal colors
then you do it again with vparty=1 (changing between the event1 and event2)
and vparty=2 changing between event2 and the player and setting vparty to 0

that's going to take a while doing and might not look very smooth, tinting may take too long too so you might want to simply use a giant black image using show image button

hope this helps
Title: Event interactions
Post by: Akuma on February 01, 2006, 10:07:17 PM
Well, I intended to have over 100 moving events that could interact with one another simultaneously.

That system looks like it will work perfectly! Thanks a lot.