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mawichan

Positioning an event in-game?

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Hello there, I hope everyone is doing fine. This may be a bit hard to explain, but here it is. 

 

Let's say the player character can only save when interacting with a particular type of flower.  The player can find some of the special flowers already placed on pots or growing from the soil . Some of the areas will not have these flowers around, or they will be few and far inbetween. So for the latter occasion, the player would be able to carry an item (for example, seeds) that when used it makes the special flowers grow right on the next tile in front of where the player is facing (basically placing a new event on the spot. Now the new save spot should stay there for the rest of the game and the player can interact with it again when the player returns to it.

 

Is doing somethin like this even possible without scripting (or even then)? Can I set this up with events? Or can I do something close to it with just events (even if it's not the same)?

I don't think it's a good idea to litter the whole map floor with invisible events checking if the player has the necessary item whenever they press the action button.  I mean, that's an option, but the game would be horribly laggy, right?

 

This is just a sudden idea I got. It's nothing vital to my project, but I liked the idea of giving the players that kind of freedom. I was just wondering is something like this can be done and how. Thank you for your time~

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I could do that with event and common event but probably I can make only one flower grow from a seed at a time.

I could tell you if you like.

Or

Search script like that, but I don't know if anyone has made that.

 

 

 

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4 hours ago, Perang Cemen said:

I could do that with event and common event but probably I can make only one flower grow from a seed at a time.

 

Hi thanks for reading and taking the time to reply :D

The number of flowers growing at a time don't really matter. The thing I'm more concerned about is getting them to be able to appear anywhere on the map the player wants (and is able to walk on) and stay for future use in the first place.

I've read the script master list a few times and there doesn't seem to be something that works well. Either I'd rather I don't have to use scripts (because I'm already using a lot of them in my project). I'd love it if you could tell me how one goes about setting that up. Only if you want and have the time for it, of course.

 

Edited by mawichan

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First, Chose 4 Variable to change it's name to, Seed, X, Y, Z.

then make a event for pot, then make a event name it flower, and the last make a event name it mv.

In pot event (Appear Condition) Variable Z =! [Map Id where this pot are] (Action Button)

(List of event command)

put item selection, chose seed variable to receive item id.

Variable Operation Seed = game data item [Seed Item in your item database]

after that put Conditional branch if Variable Seed > 0

 Variable Operation X = Character This Event X

 Variable Operation Y = Character This Event Y

 Variable Operation Z = Other Map ID

else (You can leave text box message or something if they don't have seed)

 

In Flower Event  (Appear Condition) Variable Z == [Map Id where this flower are] (Action Button)

(List of event command)

Open Save screen

 

In Mv event (Appear Condition) Variable Z == [Map Id where this flower are] (Auto Run)

(List of event command)

Change event position Event: Flower X Cor = X var Y Cor = Y var

temporary event removal

 

That's for one pot and one flower.

(I could make 2 pot or more if need but still flower probably just one and if you make a two flower the first flower will be gone)

 

With Common event (Plant seed from menu item anywhere in map)

Name a Common event Flower

In Item database in Seed item add common event command flower

 

in Common Event Flower

Variable Operation X = Character Player X

 Variable Operation Y = Character Player Y

 Variable Operation Z = Other Map ID

 

Make  Flower Event in all map  (Appear Condition) Variable Z == [Map Id where this flower are] (Action Button)

(List of event command)

Open Save screen

 

I could make it like what you really want, maybe... with Script, but I don't have much time since I busy too deving my game, anyway that's all I can help, hope help you.

 

~Perang Cemen (The most kind Game Developer Ever = Self-proclaimed)

Edited by Perang Cemen

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Wow it works, somehow haha (I'm terrible at following instructions, sometimes). It's pretty close to what I was trying to achieve.

2 hours ago, Perang Cemen said:

 

I could make it like what you really want, maybe... with Script, but I don't have much time since I busy too deving my game, anyway that's all I can help, hope help you.

 

You already  helped me enough as is, no need for scripts. Best wishes for the developing of your game! Thank you very much. 

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