IAmThaDoot
Member
Okay so for my new 'monster catch em all' type RPG, I want to have it so that, like in the Pokemon games, you can obtain an egg, and after you've walked a certain amount of steps, the egg hatches into the monster. I'll tell you what I've got so far, but the problem is, it isn't working!
Screenshot to show you what I'm talking about:
First part (explanation): In a common event linked to the 'Egg' Item.
First of all, I set a Variable named 'Steps' to be equal to the player's steps. Then a Conditional Branch using the Variable setting the player's steps to 5 for the egg to hatch (actually I'd like to have it so after maybe 75 or 100 steps the egg would 'actually' hatch. The 5 was just for a test run). Ok, so assuming the egg was in the inventory, it'll say 'eggs hatching' etc, then remove the egg from the inventory and add the monster to the party. The rest of the stuff I guess you can ignore it just involves scripts and items and etc to go along with the egg hatching process, but feel free to ask away.
My assumption of the problem? Could it be the fact that I set no trigger to autorun or parallel process? That was one thing I was thinking but I don't know how I'd go about using those options, I'm kinda rusty on my eventing.
Second part (actual event in which you obtain the egg).
In fact I don't know if this is really relevant but maybe I'm suppose to put a switch somewhere on here? Anyway it's just play sound and show message for 'you got the egg item' then the egg disappears with a Self Switch. That's all.
Well I hope someone can make sense of my post and help me out. It'd be much appreciated!
Screenshot to show you what I'm talking about:
http://img55.imageshack.us/img55/8188/eggscreenyp3.jpg[/img]
First part (explanation): In a common event linked to the 'Egg' Item.
First of all, I set a Variable named 'Steps' to be equal to the player's steps. Then a Conditional Branch using the Variable setting the player's steps to 5 for the egg to hatch (actually I'd like to have it so after maybe 75 or 100 steps the egg would 'actually' hatch. The 5 was just for a test run). Ok, so assuming the egg was in the inventory, it'll say 'eggs hatching' etc, then remove the egg from the inventory and add the monster to the party. The rest of the stuff I guess you can ignore it just involves scripts and items and etc to go along with the egg hatching process, but feel free to ask away.
My assumption of the problem? Could it be the fact that I set no trigger to autorun or parallel process? That was one thing I was thinking but I don't know how I'd go about using those options, I'm kinda rusty on my eventing.
http://img355.imageshack.us/img355/4666/eggscreen2ik5.jpg[/img]
Second part (actual event in which you obtain the egg).
In fact I don't know if this is really relevant but maybe I'm suppose to put a switch somewhere on here? Anyway it's just play sound and show message for 'you got the egg item' then the egg disappears with a Self Switch. That's all.
Well I hope someone can make sense of my post and help me out. It'd be much appreciated!