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Common event OVER player sprite

Started by Yawgmothsbud, April 30, 2007, 07:44:42 PM

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Yawgmothsbud

I'm designing a system of good/evil points that makes a darker and darker (or lighter and lighter) aura appear around the player as they collect either "good" or "evil" points (think knights of the old republic). Im working out the details, and I think the easiest way of creating this effect is to make many graphics of an actual aura (that get increasingly dark or light), and then use a common event to superimpose the aura over the player. However, I'm having a hard time executing that last bit.

Heres what I have so far (it doesn't work):

Conditional Branch: Variable [Your Evil Points] >= 10
<>Change event location: This Event, By Variables [0001][0002]
<>Move Event: This Event
          <>Graphic 'Aura1'
          <>Lock Facing On
          <>Layer Priority ON
Else Handler
<>
End
<>


Anyone know what I'm doing wrong? :=:

modern algebra

Common Events don't have graphics. I suggest you just make an event which controls that in every map. It will have to have the same ID in each map, so it might be a pain to implement, but it should work.

Yawgmothsbud


Kokowam

When you make an event, it should say something like ID:001 or something like that as the name.

Zeriab

What Modern Algebra says is that instead of using This Event you should select an event.
When you select there will come a drop down menu looking something like this:
[spoiler]
Player
This Event
001: EV001
002: EV002
[/spoiler]

The player is in italic because it might not be there.
In 001: EV001 the EV001 part would be the event's real name and 001 be the ID
If you select an event in map editor you will see in the lower right corner (on the status bar) something like 001: EV001 in this cause were you to select the first event. The one with ID 001
So... If you want to make it an parallel process you would have to place 'dummys' on all maps where the system is in function.
By dummys I mean events that will display the graphic. They should all have the same Event ID.


If this sounds too troublesome you could just make the whole event as an map event instead of a common event and just copy-paste it to every map you use.
- Zeriab

Yawgmothsbud


Kokowam

Quote from: Zeriab on April 30, 2007, 08:43:47 PM
If this sounds too troublesome you could just make the whole event as an map event instead of a common event and just copy-paste it to every map you use.
- Zeriab
That sounds even more troublesome and will probably cause more lag later on -_- XP And not name, ID.

Zeriab

I doubt the difference in lag, if any, would be noticeable.
It is easier to just copy-paste an normal event rather than synchronizing the event ID throughout a game. Especially if you have several maps.
If it's all together in a common event then it's easier change.
Using a common event often increases complexity.

I hope you are able to make it work now ^_^