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> Handling Telepathy, Trying to get a player to read minds
Nikie
post Feb 7 2011, 12:15 PM
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I have a sort of work around for this right now, albeit one that's not working quite right. But of course if there's a better way, that'd be great.

Right now, I have a switch that will turn on when the player uses a skill from the menu for around ten seconds or so and if they talk to someone it will tell them what they are thinking. Then the switch flips back off. I'm having an issue even with this because I can't seem to get the skill to work in the menu, probably because it doesn't "do anything".

However, if anyone has a better way of handling reading minds, I'd really appreciate hearing it. Thank you.
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Kread-EX
post Feb 7 2011, 12:18 PM
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That's pretty much the way I would do it in your place. What exactly is the problem with the skill? If you set the occasion to "Menu" and assign a common event to it, I don't see why it wouldn't work.


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Nikie
post Feb 7 2011, 12:24 PM
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I can post a screenie of how I have it set up, maybe I'm missing something crucial.



And whenever I'm in the game with this setup, it won't allow me to execute the skill. It just gives me that buzzer sound like, nothing doing pal. I've also tried doing it with the other option that makes sense: all allies.
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Kread-EX
post Feb 7 2011, 12:44 PM
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Try to set "None" as the scope.


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Nikie
post Feb 7 2011, 12:51 PM
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That worked! Awesome! Thank you.

But now I'm having a problem with the event itself. I can't seem to get it to wait the six seconds and allow the party to move. Any advice for that?

I've tried using the wait command (Just freezes in place while the event does it's thing) and the timer command (Which essentially stops nothing at all it seems) so the switch won't turn until after the six or so seconds are up. I've tried the event on both autorun and parallel process. I'll throw a screen capture of it underneath here, it'll probably help.

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Kread-EX
post Feb 7 2011, 01:12 PM
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There are several problems with your common event.

> You should set the trigger to None and not Parallel, since the event is directly called by the skill. The only things this event should do is set the Telepathy switch to ON and start the timer.

> Create a second common event with a Parallel trigger and with the Telepathy switch as a condition. Then you should use a Conditional Branch to check if the timer dropped to 0 and if it does, clear both the timer and the switch.

I'm not on a Windows computer right now so I can't show you screenshots. =/


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Nikie
post Feb 7 2011, 01:20 PM
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That works fantastic, you've helped me make great progress on this mechanic and learn quite a bit about RPG maker!

Just one last thing, this one's not as important. Is there anyway to have the game automatically exit the menu when telepathy is used?
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munkis
post Feb 7 2011, 01:31 PM
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Woah, dude...
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Go to the third page of event commands, and look for a button labeled "Script...". Click that and type $scene = Scene_Map.new, then click OK.


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Nikie
post Feb 7 2011, 02:10 PM
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It looks great, thank you for all your help.
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