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Another Difficult VX Problem

ok like before my players get to select what character they want to use, to fix the name problem i used the ID script so that it changes \n[1-???] to \n[1] so the players name was shown in the text nomatter who he chooses, but now how do i make the face graphic show up for the character while he is talking. "without alot of conditions for each text" when i don't know who he selected.

please help me

Brett
 
well what i want is the characters face to show up when he talks, but scence i don't know which character the player picked i dont know which one to place in the text,
conditions wont work because that means every single time my player talks he is going to have 6+ conditions, (and he talk alot) so it would taske up way to much space and be a real hassle, even making a common event would be hard to, so i think i need some sort of script
Brett
 
Not really... if you have 6 characters to choose, you only need 6 conditional branches, tops.

Copy paste the events...

For example:

Message: Who do you want to choose?
Choices:  Bat -> Change party: Add Bat
            Bet -> Change party: Add Bet
            Bit  -> Change party: Add Bit
            Bot -> Change party: Add Bot

IF Bat is in the party THEN:
Message: Yeah, Bat speaking here. So, I will now go to the castle.
Message 2: Really? Why?
Message: To take on the evil witch! I hate witches.
Message 2: You talk politely.
Message: Indeed.
ELSE
IF Bet is in the party THEN:
Message: Yo, Bet in da house!. Imma gonna raid that place dog!
Message 2: Really? Why?
Message: Them witches are so yummy, I could just eat them all!
Message 2: You talk politely.
Message: Politely your ass! Imma shooting your ass!
ELSE
IF Bit is in the party THEN:
Message: LOADING... BIT... 100% LOADED. BIT WILL DESLOCATE HIMSELF TO THE CASTLE.
Message 2: Really? Why?
Message: BIT'S MISSION IS TO EXTERMINATE THE WITCH.
Message 2: You talk politely.
Message: BIT DOES NOT HAVE A MESSAGE PROGRAMMED TO ANSWER THAT SENTENCE.
ELSE
IF Bot is in the party THEN:
Message: Ola! Eu sou o Bot! Vamos para o castelo!
Message 2: Really? Why?
Message: Para matar aquela bruxa malvada!
Message 2: You talk politely.
Message: Não estás realmente a perceber o que te digo, pois não?
ELSE


And there... You have 6 characters to choose from, 6 conditional branches would do.
 
OR...
depending on which script you're using:
For example, ccoa's UMS has the ability to remember certain combinations and make a quick shortcut command (I'm a bit rusty with it, but I remember that's doable)
You could just assign that when the player selects their character and refer to it via the shortcut command.

Hope this helps?
 
Since the faces are set based on a selection and not based on characters, you can't change the face unless you had a script to change all faces of that type based on a variable (If 1, leave it, if 2, change it to ___, etc.).  The faces used in the actor creation are just for the menu and don't serve any purpose outside of it.
 

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