Actor-Specific Event

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Started by Ikari 7 posts View original ↗
  1. Heyo. I'll get straight to the point.

    If you have played games like Tales of Symphonia, you'll notice that each event can be slightly altered, whether movement or action or dialogue, based upon the party member leader.

     I want to make actor-dependent events where people say different things depending on who is the party member leader, but things seem to be going wrong.

    Forgive the big image, but this is what I have as of now in the events of my content:

    Spoiler
    fHZR7Of.png
    However, when I guide the player towards this event, nothing seems happens for some reason. But when I put this variable number equal to 1, 2, or 3, it begins to wrok.

    Do I need to put a variable number on the actor? If so, how can I do this? Is there a script for it?

    Thank you in advance.
  2. It should work, if actor 1 is the party leader.


    The only reason I can think that this would NOT work is if you're using one of the party scripts (Yanfly's?) that doesn't shuffle everyone to fill up the space - meaning if they go into position 2 when they join, and you then remove the actor in position 1, the other stays in position 2.


    In case there's any confusion, 'below characters' and 'player touch' will only cause the event to trigger when you walk ONTO it, not when you are a tile away and facing it. I think you already realise that though, as you do say it works in some cases. So I'm going with the party script until you say you're not using one :)
  3. Shaz said:
    It should work, if actor 1 is the party leader.

    The only reason I can think that this would NOT work is if you're using one of the party scripts (Yanfly's?) that doesn't shuffle everyone to fill up the space - meaning if they go into position 2 when they join, and you then remove the actor in position 1, the other stays in position 2.

    In case there's any confusion, 'below characters' and 'player touch' will only cause the event to trigger when you walk ONTO it, not when you are a tile away and facing it. I think you already realise that though, as you do say it works in some cases. So I'm going with the party script until you say you're not using one :)
    Even when I do set it the event to "same as characters" nothing happens. It will simply turn to me for as long as I have the down button keyboard on it, or whatever it used to touch the event.

    Also, nope, sadly. I'm not using any Yanfly scripts of the sort, unless I am wrong.

    Here are the scripts I have, if you want to see:

    Spoiler
    blackmorning - Basic Status

    Xail System - Icon Equip

    RETCON - Library Journal Version

    Tsukihime - Map Screenshot

    Galv - Keypad INput

    Rei - Explosion Blur Effect

    Z3R - Pause Screen

    Neon - Display rounding fix

    Yami Script Ace - Anti-Lag Event

    Yanfly Engine Ace - Message System

    Yanfly Engine Ace - Battle Engine

    Yanfly Engine Ace - Item Menu

    Yanfly Engine Ace - Enemy Target Info

    Yanfly Engine Ace - Ace Equip Engine

    Enu's Sideview Battle System

    Galv's Menu Themes Engine

    Killozapit - Cache Back (Basically the Menu Themes)

    Galv - Character Effects 1.9

    Galv - Visual Novel Choices

    KSM - Skill Level

    YEA - Pop Message

    YEA - Basic Module

    YEA - Event Window

    Neon Black - Victory Ranking Script

    MOG Hunter - Boss HP Meter

    MOG Hunter - Animated Title A

    MOG Hunter -  Scene File A

    MOG Hunter - Enemy HP

    MOG Hunter - Event Text

    MOG Hunter - Anti-Animation Lag

    MOG Hunter - Weather_EX

    Rhyme - Smooth Scrolling

    Tsukihime - Weather In Fight

    Victor Engine - Basic Module

    Prexus Ace - Character Shadow

    Victor Engine - Fog Effect

    And the font script.
  4. mmm ... there aren't any in there that look suspicious to me.


    After the Control Variables command and before the first Conditional Branch, can you add a Show Text with \V[6] so it will tell you who IT thinks is the party leader?


    If that doesn't show you what's wrong, can you give a screenshot of your menu screen showing the actor lineup, and one of your Actors tab?
  5. Shaz said:
    mmm ... there aren't any in there that look suspicious to me.

    After the Control Variables command and before the first Conditional Branch, can you add a Show Text with \V[6] so it will tell you who IT thinks is the party leader?

    If that doesn't show you what's wrong, can you give a screenshot of your menu screen showing the actor lineup, and one of your Actors tab?
    Spoiler
    FwNqr3T.png
    And in-game:

    krOI8Zk.png

    This right there, gave the solution to my problem. superfacepalm

    Yep, I found the problem. That right there clearly explained what my problem was lol.

    Basically, I set the variables equal to 1, 2, and 3, but the party members numbers were actually 9, 11, and 12.

    Thank you so much! I've been frustrated on this shizzam for God knows how long. (Hours. xD) 

    You're a global moderator, I believe? You can shut this topic down now since it's solved.
  6. Hahaha! Gotta love it :)


    I believe we don't actually shut topics anymore. I'll just put the "mark solved" on my answer, and I think there may be some automated process that'll shut it down in a couple of weeks (we leave them open now in case others have more to add, or the initial problem turns out not to be solved, so people don't have to ask us to reopen them)
  7. Ahhhh, alright. Thanks for the help again! :)