Changing monster image (on map) after battle

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Started by Daevon 6 posts View original ↗
  1. Hello :) I've been having trouble with something, I'm hoping you guys can help me figure this out. What I'm trying to do is have a monster that's shown on the map change their image after they've been defeated in battle. So basically, when you enter the map a werewolf approaches you and battle begins. Once the player defeats the werewolf, I want it's image on the map to be a man lying on the ground. Does that make sense?

    I've been trying to do it with a self switch - so after the battle processing on page 1 of the event I've set self switch A to on. On page 2 of the event, I chose the image of the man and set it to show some text when you interact with him. But for whatever reason, the man is not showing up. There's an obstacle there on the map that I can interact with, and it shows the text I wanted, but it's like the man is invisible.

    Any ideas what I might be doing wrong? Added screenshots of the event pages. Thanks so much!!

    -Daevon

    Screenshot (7).png Screenshot (8).png
  2. It is because of the facing direction. On the spritesheet where you have the "down" image, there are probably other rows that are empty.

    I don't really understand the reasoning here, but Ace and MV do not always change the direction of the sprite to match the image you select on the event page. It has something to do with what direction was used for the image on the previously-active tab, and/or what direction the event was facing when you interacted with it, before changing tabs.

    Try this - either before or after you turn on the self switch, do a move route to change the event to face the correct direction for the "down" sprite (if the down sprite is on the first row, turn down, if it's on the second row, turn left, if it's on the third row, turn right, and if it's on the fourth row, turn up).

    This might solve the problem, or might partially solve it, but leave you with the wrong sprite for just a fraction of a second.

    To overcome this issue, I actually changed the code to always face in the direction dictated by the sprite on the event page, but if you were to do something like this with a half-completed project, you would end up with unexpected/unwanted results in other places.
  3. I did something similar. In the actual battle processing itself, use the "if win" condition to trigger a switch. Make a new switch, like "wolf dead" and turn that on instead of the self switch.
  4. Thank you guys so much! I got it working with your suggestions. I ended up having to put the guy's down sprite on its own sheet (I had it on the same sheet as the walk sprite) so I could match up the directions. I also changed it to a more scripted event so I could control it a little better instead of just having the werewolf run up to the player as soon as they entered the map. So I made sure he ended up facing the direction I needed. Now it works perfectly :) And I got quite a bit of practice with cutscenes in the process.

    Thank you!! :D
  5. Making him face the correct direction is probably all you needed to do. Putting the down sprite on its own sprite sheet probably wasn't necessary. But I'm sure you'll fill up the space :)

    A switch would work, but not so much if you have lots of events where you want to do this - that would use up a lot of your switches and you couldn't just copy/paste. But it WOULD get around the issue of the temporary "glitch" that happens sometimes by changing the self switch in the event before or after the battle processing.
  6. Oh yeah, I probably have a few unnecessary steps in there LOL But on the whole, I learned some stuff and ended up with an event that works right every time. I'm much happier with the cutscene feel to it rather than the way I had it before. So I'll call it a win! :D Thanks again!