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Alternate Event Activation

I beseech the aid of ye friendly souls! I'm trying to recreate events like the Psyenergy events from Golden Sun.  I'm thinking the best way would be to have the menu set a variable based on your psyenergy choice, like set %currentpsyenergy to 1 if case == fire, 2 if case == ice, etc., and then have your normal events responsive to this variable.  I get that, but how do I actually call the event without having to push enter?  How can I tell which event I'm facing?

It's not a script request, I really want to learn.  It's a "please help a learning script-n00b over this hurdle".

Any help is greatly appreciated.  And I'd be more than happy to package up and share the final result.

~theory
 

khmp

Sponsor

I think there would be quite a bit of work involved in this. I think there was a psypower called push which could move things on the map. Of course it was only certain things.

For Force Push:
First you would need to edit Scene_Menu to include an additional option. Which either brings up a new scene or just overlay the following. When the option is selected provide a Window_Command displaying the party members with "psypowers". When the user has selected the party member provide another Window_Command to display the available powers. Preferably you would want to provide some way of backtracking through these menus. Also you might want to skip that idea entirely in favor of allowing a skill selected in Scene_Skill to run a common event. There's a couple of approaches you can take with that. Anyway when the "psypower" is selected, subtract the amount of "psyenergy" the power costs to use from the actor using the skill, close out and go to Scene_Map. Create a Sprite object based on the power selected at $game_player's position and start a timer for how long the power can last. From here you will need to handle collision of the sprite while its on the map. Or you might not it depends on you. And finally the interaction of the "psypower" with certain objects on the map. You would need someway to decide what events the power can interact with while on the map. That's the very basics for just one power. You might want different results depending on what the "psypower" is. So you would probably want to create a more flexible system to handle this Sprite_Psypower on screen.

I've also left a lot of things out of that explanation. Where would you like to start because this hurdle is gigantic for a starting exercise?
 
Yes, to recreate the actual system from Golden Sun would be quite a task.  But at this point, I'm going for a *much* simplified installment:

The plan : :
Add a skill, that can be used on map (and possibly in battle) that when called on map (from the menu) sets global variable 001 to a specific value.  So if you use skill "Move", it sets this variable to 1.  If you use skill "Mind Read" it sets this variable to 002.

The script part would merely need to call the event immediately after selecting a skill.  This is where I am stuck.

The event itself would be setup with event pages that would handle the rest based on the value of global variable 001.  And if this variable is not set, just normal talking, etc. would occur.  The event would of course reset this variable, as well.

The downside of doing it this way is that each and every event will have many pages, but it appears to be simple enough for a new scriptor like me to handle.  Eventually I'll polish it up to be more script based, but for right now, this should do the trick.

So, a more refined question, how do I identify and call the event I am facing?

**edit** and one more simple task: if I'm not facing an event, I want to show a text message. (Such as 'There's nothing to do here.' ).
 

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