yeah i know, i was talking to the other commenter.
yeah i know, i was talking to the other commenter.
let me know if you ever made this
is there a better way to run a certain event each time the map changes?
currently, i have a parallel process event that checks the map value into one variable, then waits 1 frame and checks again into a different one, then runs picture updates based on certain variables specific to certain maps.
it sometimes works and sometimes doesnt. i use it to disable and then resume day/night effects (and a few other things)
i hope this makes sense, if you have time to help or give advice i would appreciate it, its ok if not.
you could create a parallel process that runs while the sprint is active, that counts up once every x frames, and then a case where if its over a certain number, it lowers the players speed, and then activates another parallel process that counts up every x frames again until it hits a certain number, then resets the speed.
im not sure if its the most optimal, but i think it would work.
thank you.
i read that part of the manual but misunderstood what it meant. thank you for explaining.
is it possible to control which specific frame from the walk graphic is showing for a party member for an event? i want to make them do an animation in a specific order without repeating or getting the frames out of order.
thank you. i figured i would have to do something like that, but i wanted to make sure there wasnt an easier way first.
i dont think so, i think it has to be set from an event.
you can change the base font size by changing the variable at system database / 6. system variables 8. base font size
i feel like this probably isnt possible, but i want to ask just in case i missed something.
is it possible to create a new map event from an event command?
for example, using an item spawns an event on the map?
im not sure if i understand correctly, but maybe you could find the max x and y the character would be and still be over the background, and then make a condition that if it exceeds that number it gets set back to the max number you found.
for a sprint button, i think you would make a parallel process(always) common event, have a input key command insert, and store that in one of the common events self variables (leaving it at the default self0 should be fine)
then you would have a condition (number) (this event self0) for the number assigned to your sprint key (you can find that in the manual by ctrl+f "all keyboard keys") if it is equal, then use the "move route" (make sure you change "caller event" to "hero") go to the "set speed/frequency" dropdown and select a faster option, and then click "set speed"
make sure your event also has an "else" case that uses the same command to set the speed back to normal when the sprint button isnt being pressed. i think you will also need to add a "wait 1 frames" command at the end, ive had to do that in all of my parallel processes so far. it will otherwise run way too many times and give errors.
i havent tried this, but i think it will work.
as for (i assume animated) gifs, i was under the impression that that was impossible. but there is probably a way to include whatever animation it is you want to include without gif support, depending on what it is.
my understanding is that its not possible to use video files.
but you could probably convert the video to frames and show it with pictures, and play the music along with them. it might be tedious though.
just knowing that its possible is very helpful. i did try a few things from the developers website, but it either didn't work for what i needed, or i misunderstood something. but i'll look there again if i cant figure it out. thank you
is it possible to have a sort of background timer? i want to make an event that activates after a certain amount of time in certain conditions, and "wait" seems to just stop everything.
rarecoil
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