Feb 25 2012, 12:50 PM
I remember back in the day in RM2K3, I think it was, I had a little project going on where on the world map, I had a non-graphical event a tile just before a little town graphic where when the player touched it, it played a 'battle animation' that in only one frame displayed the name of the town just ahead (similar to Chrono Trigger, for those who know). Maybe it was only unique to RM2K3, but the animation would loop itself as long as the player was on the event tile, showing the name of the town as a static image. Once the player moved off the event tile, the animation would end as it should.
This seems to be lost in RMXP! The animation only plays once and then the player has to move off and back on to the event tile for the animation to play again. I did try putting it in an actual loop function in the event, but that just froze up the game.
I'm not asking for a script or anything, but just wondering if anyone has any ideas on how to duplicate this in RMXP? Or if anyone knows why it's changed. Just a general discussion topic. I'm curious, haha.
Jens of Zanicuud
Feb 25 2012, 02:10 PM
There's a wayout:
map animation event [parallel process]
***Variable = event_x
***Variable = event_y
***Variable -= player_x
***Variable -= player_y
>Cond_branch: if Variable == 0
>>Cond_branch: if Variable == 0
***animation(this event) [map anime]
end event page
I hope to have been clear enough...
Feb 25 2012, 08:42 PM
Hey yeah that works! It lags up the game when the player moves onto the event for a second or two, but other than that, it works! Thanks!
Jens of Zanicuud
Feb 26 2012, 01:03 AM
Try putting a wait 1 frame after the animation. This could reduce lag...
Feb 26 2012, 08:49 PM
Yeah I had thought of that, but the animation didn't show up at all when I threw that in there. Before or after the "Show Animation". HOWEVER, I had at first set the event and player's X an Y to the Map X and Map Y, but changing it to Screen X and Screen Y fixed it up pretty good. There's still a minor lag for a split second when moving onto the even, but it's very minimal and not a massive lag jump as before.
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