For the most part, this works. I'm still having a bit of trouble with the switch aspect, but it shouldn't be much of a problem. So this is the deal: your charactor disappears, then reappears a few steps away, sans fade in/out. It works similar to Ghost Skill/Mode, so if it's being troublesome head over to that topic to get a better understanding. You'll need a parallel process somewhere on the map to run the event (no big deal), that activates when you use the skill. You'll need to make a outside battle-only skill for it that turns on a switch (which is later turned off) that activates the event. * You'll have to make a version for all 4 directions, so substitute "up" for the others after the first branch
teleport code
condition branch-if switch teleport is on, * ->condition branch-if character 1 is facing up play animation (whatever) set move route-turn up, transparent on, through on, move up (however many times) play animation (again, up to you) move route-transparent off, through off
And no, once again I do not have a demo.
This post has been edited by Alt_Jack: Aug 27 2010, 03:48 PM
I understand you are trying to be helpful by posting this, but I honestly don't see why anyone with any decent knowledge of eventing can't figure this out on their own. Also, how would this be useful in any game?
Why does it matter? Did you have some sort of expectation I apparently failed to meet? People are always posting stuff that's already been done or could be figured out rather simply.
Anyhoo, if the skill turns on a switch, you don't even need the event to be on the map. You could just make a common event with this code and make it be parallel.
However, I think this would be better for autorun.
A couple of things about your code. You don't need to have a whole bunch of conditional branches. You can just make it be x steps forward instead of x steps left. Forward always makes the player move in the direction they're facing.
And, if you use autorun or parallel, you need to make sure it turns of the teleport switch after, or else the player will be stuck in an endless teleport and that would suck for the player.
In any case, awesome event.
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I'm not being mean O_o It's quite literally a 6 line event. But maybe some beginner can look at this and learn from it, and I guess it's therefore useful *shrug*
Yeah, I admit that it's not that well designed, but the last thing I did was a game that had the info I needed for school and my brain was fried from that. An entire semester's worth of info, including stuff that wasn't even in the ciriculum. I'm just glad I didn't do the anatomy info. Would've taken the whole damn summer.