Hi!
I have an inquiry. What I want to be able to do is have a common event that is responsible for a bunch of tiny events.
View below to see example of what I want and how I have it now.
Following text assumes you've gone over the examples:
This basically creates the issue that if I want to change the dialogue I need to replace so many events in the world.
Not to mention that if this would be doable in some ways, either by saving the event as a variable or something the possibilities with this would be a great many!
For example townsfolk could have a lot of random dialogue etc. I come up with more uses for it sometimes but I keep forgetting them.
Also if you did not understand the current issue with why I cant have the dialogue in the example of how I have it now. Basically the event which is the mob gets erased, but the text box is still open. And once you remove the text box, the game enters the battle. Looks really odd.
If you do the random townsfolk conversation thing, the townsperson will start moving again after you click them. Which means that the thing the person was saying is visible even though the person your talking to can go several blocks away from you.
I really hope this works and that there is a way to use actual scripts to make it happen.
Best regards,
Bishiba
Examples:
What I want:
Event: BanditMob
Image: Bandit
Autonomous Movement: Chase script
Trigger: Event Touch
Contents:
Control switches: Bandit encounter = On
Common event: Bandit Encounter Script
Switch: Bandit encounter = On
Contents:
Control Variables: Random.Var = Random 1..3
If: Random.Var = 1
Text: I will slay you in the name of Twinblade!
Else:
If: Random.Var = 2
Text: Let me tell you a story, give me your ears!
Else:
If: Random.Var = 3
Text: My friends Slicem and Dicem are hungry!
Erase event: (Bandit Mob)
Control Variables: Random.Var = Random 1..3
If: Random.Var = 1
Battle Processing: Bandit, Rogue
Else:
If: Random.Var = 2
Battle Processing: Bandit, Rogue*2
Else:
If: Random.Var = 3
Battle Processing: Bandit*2, Rogue
Control Switches: Bandit Encounter = Off.
That's how I want it to be, makes changing dialogue a lot simpler
How it is ATM:
Event: BanditMob
Image: Bandit
Autonomous Movement: Chase script
Trigger: Event Touch
Contents:
Control Variables: Random.Var = Random 1..3
If: Random.Var = 1
Text: I will slay you in the name of Twinblade!
Else:
If: Random.Var = 2
Text: Let me tell you a story, give me your ears!
Else:
If: Random.Var = 3
Text: My friends Slicem and Dicem are hungry!
Control switches: Bandit encounter = On
Erase event
Common event: Bandit Encounter Script
Switch: Bandit encounter = On
Contents:
Control Variables: Random.Var = Random 1..3
If: Random.Var = 1
Battle Processing: Bandit, Rogue
Else:
If: Random.Var = 2
Battle Processing: Bandit, Rogue*2
Else:
If: Random.Var = 3
Battle Processing: Bandit*2, Rogue
Control Switches: Bandit Encounter = Off.
I have an inquiry. What I want to be able to do is have a common event that is responsible for a bunch of tiny events.
View below to see example of what I want and how I have it now.
Following text assumes you've gone over the examples:
This basically creates the issue that if I want to change the dialogue I need to replace so many events in the world.
Not to mention that if this would be doable in some ways, either by saving the event as a variable or something the possibilities with this would be a great many!
For example townsfolk could have a lot of random dialogue etc. I come up with more uses for it sometimes but I keep forgetting them.
Also if you did not understand the current issue with why I cant have the dialogue in the example of how I have it now. Basically the event which is the mob gets erased, but the text box is still open. And once you remove the text box, the game enters the battle. Looks really odd.
If you do the random townsfolk conversation thing, the townsperson will start moving again after you click them. Which means that the thing the person was saying is visible even though the person your talking to can go several blocks away from you.
I really hope this works and that there is a way to use actual scripts to make it happen.
Best regards,
Bishiba
Examples:
What I want:
Event: BanditMob
Image: Bandit
Autonomous Movement: Chase script
Trigger: Event Touch
Contents:
Control switches: Bandit encounter = On
Common event: Bandit Encounter Script
Switch: Bandit encounter = On
Contents:
Control Variables: Random.Var = Random 1..3
If: Random.Var = 1
Text: I will slay you in the name of Twinblade!
Else:
If: Random.Var = 2
Text: Let me tell you a story, give me your ears!
Else:
If: Random.Var = 3
Text: My friends Slicem and Dicem are hungry!
Erase event: (Bandit Mob)
Control Variables: Random.Var = Random 1..3
If: Random.Var = 1
Battle Processing: Bandit, Rogue
Else:
If: Random.Var = 2
Battle Processing: Bandit, Rogue*2
Else:
If: Random.Var = 3
Battle Processing: Bandit*2, Rogue
Control Switches: Bandit Encounter = Off.
That's how I want it to be, makes changing dialogue a lot simpler
How it is ATM:
Event: BanditMob
Image: Bandit
Autonomous Movement: Chase script
Trigger: Event Touch
Contents:
Control Variables: Random.Var = Random 1..3
If: Random.Var = 1
Text: I will slay you in the name of Twinblade!
Else:
If: Random.Var = 2
Text: Let me tell you a story, give me your ears!
Else:
If: Random.Var = 3
Text: My friends Slicem and Dicem are hungry!
Control switches: Bandit encounter = On
Erase event
Common event: Bandit Encounter Script
Switch: Bandit encounter = On
Contents:
Control Variables: Random.Var = Random 1..3
If: Random.Var = 1
Battle Processing: Bandit, Rogue
Else:
If: Random.Var = 2
Battle Processing: Bandit, Rogue*2
Else:
If: Random.Var = 3
Battle Processing: Bandit*2, Rogue
Control Switches: Bandit Encounter = Off.