Is there a way to create an item to call the airship or activate it? I have used script calls and commands to do similar things such as changing visible followers and so on but I have no idea how to go about summoning the airship.
Creating an item to call the airship, need help
● ARCHIVED · READ-ONLY
-
-
Use the Set Vehicle Location command. I'm not sure if you can tell it to go to the player's position, or if you would need to use Control Variables to set 3 variables to the map and player's X and Y (and you might want to offset the X or Y so it shows up beside the player rather than on them).
-
I've used the player x and y coordinates before but how do you set the map variable to the map you are on? As opposed to a set map. is there a way to record the map ID you are on before calling the common event that summons the airship?
-
Same way. Control Variables > Game Data > Other > Map ID
Just do all of them in the common event, not before you call the common event.
Code:Control Variables: Player X = Game Data > Character > Player's > X Control Variables: Player Y = Game Data > Character > Player's > Y Control Variables: Map ID = Game Data > Other > Map ID <...> Set Vehicle Location: Airship, use 3 variables to set destination
If you want to put it beside the player rather than right on them, you can do conditional branches for Player is Facing <each direction> and either add 1 to or subtract one from the Player X or Player Y variable. That would go where I put the <...> in the list of commands above. However note that this might put the vehicle on an inaccessible tile, so maybe give it a try without it. It might mean the player has to step away then back to the vehicle.
Or you could try putting the vehicle right on the player, then using the Get On/Off Vehicle command. -
Eh, it doesn't seem to be working for me. Not sure what I am doing wrong, here is a SS of the event.
-
Can you show a screenshot of the item you've got the common event attached to?
Also, what does your list of plugins look like?
Finally, let's make sure the common event is actually being called - just pop a Show Text in there as another event command. If you use the item and the text displays, then we know it's got something to do with the event and/or the airship itself (you DO have an image assigned to the airship, don't you)? Did you give it a starting position - not that I'm certain it's required? -
As for plugins, I am running most of Yanfly's plugins in the proper order and a handful of Moghunters plugins (all beneath yanfly's). Mog's plugins are mainly cosmetic, however.
Here is a SS of the starting location for the airship, when I use the item the test-text appears and the airship disappears from it starting location. I assume its being summoned... to somewhere, heh.
Let me set this up in a new game to test it without any plugins. I'll let you if it works in a few minutes.
Edit: Ugh, I had the loc set with two player Y coordinates rather than the x and Y. It works fine now. Thanks! -
ah, it's obvious now that you say it! I completely missed that too :)
-
Now, I do have one more question, if maybe you (or someone) doesn't mind answering, how can I ensure that the summon only works on certain maps and not all maps, I don't want this to be used anywhere other than the world map.
-
Add a conditional branch to check if the map id variable is equal to your world map id (don't use leading zeros).
Move the Set Vehicle Location command inside the 'true' block of the conditional branch.
If you want to display a message if they use it on another map, just add an Else clause with the appropriate show text. -
Got it, I had the move the command to set the map ID to above the conditional branch also.
-
Yes. The Control Variables for the one you want to check has to come before the conditional branch. The Set Vehicle Location has to be inside the conditional branch. It doesn't really matter whether the other two Control Variables commands are before or inside, though it's more efficient for them to be inside - no point setting them if you're not even on the right map. Not that the couple of milliseconds it takes to set them is going to cause any problems for your game :)