I want to creating a pulsating effect with opacity in the event commands by doing something similar to the following:
Spoiler
◆Set Movement Route:This Event (Wait)
: :◇Opacity:125
: :◇Wait:3 frames
: :◇Opacity:135
: :◇Wait:3 frames
: :◇Opacity:145
: :◇Wait:3 frames
: :◇Opacity:155
: :◇Wait:3 frames
: :◇Opacity:165
: :◇Wait:3 frames
: :◇Opacity:175
: :◇Wait:3 frames
: :◇Opacity:185
: :◇Wait:3 frames
: :◇Opacity:195
: :◇Wait:3 frames
: :◇Opacity:205
: :◇Opacity:125
: :◇Wait:3 frames
: :◇Opacity:135
: :◇Wait:3 frames
: :◇Opacity:145
: :◇Wait:3 frames
: :◇Opacity:155
: :◇Wait:3 frames
: :◇Opacity:165
: :◇Wait:3 frames
: :◇Opacity:175
: :◇Wait:3 frames
: :◇Opacity:185
: :◇Wait:3 frames
: :◇Opacity:195
: :◇Wait:3 frames
: :◇Opacity:205
That's not the whole thing, but you get the idea. I'm making a move route that phases the opacity of an event to different levels and want it to be constantly active.
However, to also have the same event controllable through other move routes as well doesn't seem immediately obvious to me. Is it impossible with the default engine?
Thanks.