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I kinda need some help..., I need help on a common event design. |
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May 1 2012, 03:39 PM
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Level 2

Group: Member
Posts: 22
Type: Mapper
RM Skill: Beginner

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Yes I am making a hunting system where a button activates it.Also, the common event halfway works,the effects are that it turns on with the totally different buttons and the prey doesn't really work correctly. Activation Event for Hunting Mode 1
Activation_Common_Event.png ( 20.66K )
Number of downloads: 5Activation Event for Hunting Mode Turn Off
Activation_Common_Event_2.png ( 20.92K )
Number of downloads: 2Common Event Hunting Mode
Common_Event_On.png ( 18.56K )
Number of downloads: 4Common Event Hunting Mode(Turns HM off)
Common_Event_On_2.png ( 16.69K )
Number of downloads: 8Prey that is turned on by Hunting Mode 1(This one does not work very well...)
Prey_that_is_triggered_by_Common_Event.png ( 31.52K )
Number of downloads: 9
This post has been edited by tigerkit300: May 1 2012, 03:41 PM
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May 2 2012, 02:26 PM
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The Eventer Inventor

Group: Local Mod
Posts: 1,250
Type: Event Designer
RM Skill: Masterful
Rev Points: 90

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Thanks for that, it made this much easier. First off, here is the SS of the prey, I didn't add all directions, i figure you can add that as needed.
prey.png ( 53.12K )
Number of downloads: 4I didn't have to make too many changes here, but I used a random variable for the catch chance, it's much cleaner then the method you were using and will provide less clutter, otherwise I kept it the same. Works like a charm for me.
mode_on.png ( 18.62K )
Number of downloads: 3Here is the common event for hunting on, the main change I had to make was to use a parallel trigger instead of an autoplay, it also works well. You can use whatever key you want to set it up, I used left to make it quick and easy for me.
mode_off.png ( 19.61K )
Number of downloads: 3Here is the common event for mode off. I set it to require a trigger to turn mode on, which can be found by talking to an npc, you can set that up however you want. you'll note that I removed both the trigger for hunting mode on as well as the switch for hunting so you have to talk to the npc again to restart. You don't have to do that of course, but it all worked well. If this isn't what you were looking for, just post and I'll see if I can fix it, just provide details of what you are looking for.
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May 2 2012, 06:10 PM
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Level 13

Group: Revolutionary
Posts: 222
Type: Event Designer
RM Skill: Skilled

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This system sounds neat...can we see a demo of it in action? QUOTE (shaddowval @ May 2 2012, 06:26 PM)  Thanks for that, it made this much easier. First off, here is the SS of the prey, I didn't add all directions, i figure you can add that as needed.
prey.png ( 53.12K )
Number of downloads: 4I didn't have to make too many changes here, but I used a random variable for the catch chance, it's much cleaner then the method you were using and will provide less clutter, otherwise I kept it the same. Works like a charm for me.
mode_on.png ( 18.62K )
Number of downloads: 3Here is the common event for hunting on, the main change I had to make was to use a parallel trigger instead of an autoplay, it also works well. You can use whatever key you want to set it up, I used left to make it quick and easy for me.
mode_off.png ( 19.61K )
Number of downloads: 3Here is the common event for mode off. I set it to require a trigger to turn mode on, which can be found by talking to an npc, you can set that up however you want. you'll note that I removed both the trigger for hunting mode on as well as the switch for hunting so you have to talk to the npc again to restart. You don't have to do that of course, but it all worked well. If this isn't what you were looking for, just post and I'll see if I can fix it, just provide details of what you are looking for.
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May 2 2012, 06:10 PM
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Level 13

Group: Revolutionary
Posts: 222
Type: Event Designer
RM Skill: Skilled

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This system sounds neat...can we see a demo of it in action? QUOTE (shaddowval @ May 2 2012, 06:26 PM)  Thanks for that, it made this much easier. First off, here is the SS of the prey, I didn't add all directions, i figure you can add that as needed.
prey.png ( 53.12K )
Number of downloads: 4I didn't have to make too many changes here, but I used a random variable for the catch chance, it's much cleaner then the method you were using and will provide less clutter, otherwise I kept it the same. Works like a charm for me.
mode_on.png ( 18.62K )
Number of downloads: 3Here is the common event for hunting on, the main change I had to make was to use a parallel trigger instead of an autoplay, it also works well. You can use whatever key you want to set it up, I used left to make it quick and easy for me.
mode_off.png ( 19.61K )
Number of downloads: 3Here is the common event for mode off. I set it to require a trigger to turn mode on, which can be found by talking to an npc, you can set that up however you want. you'll note that I removed both the trigger for hunting mode on as well as the switch for hunting so you have to talk to the npc again to restart. You don't have to do that of course, but it all worked well. If this isn't what you were looking for, just post and I'll see if I can fix it, just provide details of what you are looking for.
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May 5 2012, 01:32 PM
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The Eventer Inventor

Group: Local Mod
Posts: 1,250
Type: Event Designer
RM Skill: Masterful
Rev Points: 90

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Ok the first thing you have to do instead of just having a hunting mode switch that turns on the prey, each one needs it's own unique switch, then you will set up the event to turn on hunting mode like this:
Random_Prey.png ( 14.37K )
Number of downloads: 2You can add as many as you want by increasing the number of random numbers that show up in the event there. To make sure it gets turned off no matter what, make your hunting end event look like this.
mode_off.png ( 24.82K )
Number of downloads: 2I hope that cleared up some of it.
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