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RPG RPG Revolution Forums > Game Engines > RPG Maker XP Discussion
AphidRuin
Greetings, everyone. thumbsup.gif

I believe everyone has seen a tutorial for this somewhere, but I just couldn't find the suitable keywords to key in in Google. confused.gif

The idea here is very simple. As depicted in several vanilla RPGs such as Final Fantasy or even some RMXP games as well, after a cutscene with certain game character, they will walk into the main character and disappear off. I can't really find a screenshot for this, because it's virtually impossible to confused.gif .

I'm posting this near my sleeping time, so I'm a bit lethagic right now. sweat.gif Sorry for the inadequacy of description.

I remembered having another issue with Ccoa's UMS system, but I guess I'll post that later as an edit to prevent necroposting. pinch.gif

Thank you for the attention and enjoy game-making!

Sincerely,
AphidRuin
Shaddow
So you are basically wanting the other character to walk into the main character and then vanish yes? This can be done really easily with a move event.

Simply set the move route to this:

CODE
Target: Character 2

Through on
Step Towards Player
Step Towards Player
Step Towards Player
Wait 20
Change Opacity 0
wait 20


Use as many moves route as needed. I would post you a Screen shot of this in effect, but I do not have XP anymore as it broke. Perhaps someone else could provide one if needed?

You can also do this for multiple characters at once, if you just post this each time and only have the 'wait until completion' box checked on the final one, this will allow them to all move at once.
Jens of Zanicuud
Everythig's alright about Shadd's solution but one thing:
in RMXP, there's no wait for movement completion checkbox.
You have to set (for example) three move events (one for each character) structured exactly as Shadd's said and then set the wait for movement completion command after the third move event. Anyway, I really don't reccomend using that command, I'd simply put a wait 20 frames (or higher) since that damn wait for movement completion can give problems since it waits for every movement completion (even the ones from parallel processes)... so you should rely on wait.

Another way to do something similar is creating three blank events around the position the player should be when the video begins, then in the main event:
1. Change Screen Tone: 20 frames - Tone(-255,-255,-255,0);
2. wait 20 frames;
3. Change Screen Tone: 20 frames - Tone(0,0,0,0);
4. Move Event::Change Graphics (or opacity, just your choice) to each one of the NPC-Events;
5. Cutscene, dialogues, etc,etc;
6. Change Screen Tone: 20 frames - Tone(-255,-255,-255,0);
7. wait 20 frames;
8. Move Event::Change Graphics to "None" to each one of the NPC-Events;
9. Change Screen Tone: 20 frames - Tone(0,0,0,0);

I hope this can help,

Jens
AphidRuin
QUOTE (Jens of Zanicuud @ Nov 25 2012, 06:26 PM) *
1. Change Screen Tone: 20 frames - Tone(-255,-255,-255,0);
2. wait 20 frames;
3. Change Screen Tone: 20 frames - Tone(0,0,0,0);
4. Move Event::Change Graphics (or opacity, just your choice) to each one of the NPC-Events;
5. Cutscene, dialogues, etc,etc;
6. Change Screen Tone: 20 frames - Tone(-255,-255,-255,0);
7. wait 20 frames;
8. Move Event::Change Graphics to "None" to each one of the NPC-Events;
9. Change Screen Tone: 20 frames - Tone(0,0,0,0);

I hope this can help,

Jens

Thanks, that really helped to resolve my problem! thumbsup.gif I've been experimenting for months, but to no avail. Looks my eventing skills still need A LOT of work! pinch.gif [RESOLVED]

Problems with Ccoa UMS

Issue 1
I tried playing through Reincarnations RPG, and I must say, the eventing and mapping skills over there is over 9000! pinch.gif

In the midst of inspiration and motivation, I found out a crucial problem in my game while contrasting to find out what can I improve on. I found out that Reincarnations had no problem with its textbox even with the presence of the character facesets.

What do I mean by that? I've been using Ccoa's UMS according to recommandation, but I found out soon that when I introduce a faceset to each dialogue box, the lines of text overshot and the ends of each line of words could not be seen. confused.gif

To resolve this problem, I tried extending the width of the textbox to 550 instead of 480. I was able to see the whole lines of text now, but as for NPCs without facesets, there would always be that bleak space after the paragraph of text and it looks unsightly pinch.gif

I had also referred to a similar problem in another forum using Google. However, the topic was left doment for 2 years and was still not resolved.

Please do provide a feasible solution pinch.gif If my explanation is rather unfathomable, I'll get some screenshots of the problem I am facing.

Issue 2
This is a rather minor issue here. ph34r.gif

I understand there is a 'pause' function in default text system. It is annotated as "\p[i]", where i is the time of pausing of texts in frames. This is also mentioned in the tutorial above the whole script. However, when I played through Reincarnations, I found that while being able to skip texts using spacebar, the appearing of the words will still stop at the desired point of dialogue, whereas I am unable to do this for my game. When spacebar is pressed, the whole paragraph just flashes straight at me, skipping through the "\p[i]" that was supposed to be in place.

Is there any other commands I can use to make delibrate pausing of dialogue printing? pinch.gif

Thanks in advance! thumbsup.gif

With regards,
AphidRuin
Jens of Zanicuud
You should open a help request topic in the Script Development&Support section, since this is for generic RMXP help.
Maybe you should even post a link to the script, so someone could give it a look and help you wink.gif

Jens
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