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JayHog1992

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About JayHog1992

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    Advanced Member
  1. JayHog1992

    Make game react to TP bar.

    You can close this thread, I found out both the answer and the solution. I had to use == instead of just = so that the game reads to act ONLY if the actor has 100 or 0 TP. So I just made the whole thing work using Traverse's logic of coding.
  2. JayHog1992

    Make game react to TP bar.

    Would still like an answer to my problem please. I even presented some WIP eventing in case I'm doing something wrong.
  3. JayHog1992

    Make game react to TP bar.

    Hey, if I can deal with programming enemies becoming squirrels and disarming them in every different battle encounter, I think I can deal with this one. Just need to figure out how, test it and hopefuly make it work for all fights. Hmm, gonna see through your command and see what I can come up with. Hopefully someone can find a way while I do testing around. EDIT: So this is what I have right now. If the character isn't enraged, he was meant to wait for TP to be at 100 before he transformed. And if he was enraged, he would wait for TP to be back to 0 before turning back to normal. Result: - When normal, he automatically enrages, without letting your next move happening. - When enraged, he goes back to normal, again, denying you any abilities. He doesn't even wait for neither to happen, he just either fills up the bar or drains it down. Like instead of going "if", he goes "Do it". And no, neither states prevent him from acting, that would be silly. Any ideas of how to solve this?
  4. JayHog1992

    Warehouse tileset

    Still hoping I can get some help with my issue if anyone can, please.
  5. JayHog1992

    Warehouse tileset

    Thanks, didn't want that to get awkward. ;
  6. JayHog1992

    Warehouse tileset

    Trying to make a map where it involves the characters in a warehouse, but after looking around, there's nothing of a sort. Was hoping someone could tell me if I can find such tilesets. Basicaly was looking for a tileset involving several kinds of crates (Wooden, metal, etc.), maybe a couple of forklift models, metal walls, metal floor... If you ever been into a warehouse before, maybe you'll know what I mean. If anyone can help me with my dillema, I'd apreciate it.
  7. JayHog1992

    Party formation issue

    That's what I thought, but for some reason, Tristana keeps jumping in first place instead of staying 2nd. While everyone else STILL follows the order I gave. Posted 32 minutes later Sorry for double posting, but apparently the issue isn't only one character, EVERYTIME I try to add an actor into the team, the main character is ALWAYS forced into 2nd slot and replaced with whoever's first in the "add" list. But afterwards, it still follows the same order of the list. So I guess I'll have to figure out how to change formations without having to use the formation screen. IMPORTANT EDIT: Decided to edit this 2nd post instead of triple posting. I found how how to solve the issue. First I "deleted" the main character of the game, then I re-added him in first place followed with the rest of the team and now he's in first place. So whoever's avaiable, please lock this thread and thank you for trying to help. P.S. - Quit discriminating Teemo.
  8. JayHog1992

    Enemy chasing actor issue.

    You know what? Nevermind, I'll just make the chase happen in a more Narrow hallway, forcing the event to bump into the player with no odds of dodging. So someone lock this thread, please... Sorry for the incovenience.
  9. Basically, I think it's a common problem from what I read, but trying to make an enemy chase the player scene where if the enemy catches you, an event starts that results in a Game over. Here's what I've tried so far: - Tried making a custom movement pathing for the enemy so that if the player is even NEAR the enemy, the event triggers. However, it does not and sometimes the enemy just walks past the player without triggering the event. - Left it on "approach" but that makes the enemy derpily change directions during the chase, making the chase not as intense as I wanted it to be. (The chase is in a hallway filled with curves) Just wanted to make an awesome chase but so far that's been a nightmare to pull off, not sure if there is a way to change the "approach" to look less derpy or to make the event automatically trigger just by standing NEAR it during it's pathway. And yes, the option to trigger the event is "Event touch" because the enemy has to "catch" up to the player. If any ideas, let me know, please.
  10. JayHog1992

    Shopkeeping (Similar to Faraway Story)

    Frankly, I believe this whole thing is a matter of eventing by the tons. Making events for each NPC, making them choose what they want... Offering the chance for the player to sell the item with a "yes/no" choice... Not to mention that you need some scripting for "roll the dice" mechanism so the game can decide randomly what the NPC wants and how much.
  11. HOnestly, best way to do this is to just make the map bigger, but keep the original size of the building or area. The camera will ALWAYS be centered as long as it doesn't reach the end of the map borders. So for a room that takes less than 17x13 size, just make like 25x20 and you shouldn't have any issues.
  12. JayHog1992

    Talking Sprites

    Frankly, I suggest 2 sets of sprites, one for when the actor walks and one for when he talks. Then just swap graphics when the actor talks to him and set "Stepping ON" and back when he's done. Like above, no need for scripts.
  13. JayHog1992

    Shopkeeping (Similar to Faraway Story)

    Hmm, if the actor is a shopkeeper, maybe have specific NPCs you can sell to and use a common event to buy/sell any items the NPC might have to all NPCs you can sell to? At least that's a way of doing it.
  14. JayHog1992

    Need help with enemy transform.

    Problem is that the scripting is specially modified to change between the specific transformation and then back to normal. If I used the common event under skill, all enemies would just turn into a specific enemy. Example: Fighting ninjas, transforms one into a squirrel, they transform back into ninjas. But if I set it under skill, let's say that i'm fighting turtles later, if I transform them into a squirrel, they'd turn into ninjas. So I'm making the scripting SPECIFICALLY for each troop in the list... Which that alone is a pain since there's no command to "remember" the enemy's original graphic. And if i try something off like... Tranform if the enemy is "99% or less HP" or if a "Switch" is on, they only apply on the start of the next turn, not instantly. Trust me, I'm trying anything I can work with.
  15. JayHog1992

    Need help with enemy transform.

    Sorry for double posting, but I half figured out the problem. The organization I made for the common event made it so that if the stronger state of transformation didn't apply, the victim would still be the same. So weaker spells would never work. After organizing things again, I managed to get the enemy to be transformed by weaker spells... but the transformation only applies at the start of each turn instead of immediatelly. So I don't think I can make this any better than now and rather have a ducktaped solution than spending hours on a better one. Someone close this thread please.
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