I was wondering if anyone knew of a simple, efficient way to keep your sprites where they are after the cut scene. I'd like to be able to have scenes where the sprites move around but once you save they start back where they originally started. I'm guessing you do this with switches but I haven't managed a way yet.
I have a switch to start the event with auto run to make the characters "appear" so the first page is transparent. But I don't think I can get rid of that switch by turning without messing everything else up.
Cut scene sprites with specific spots
● ARCHIVED · READ-ONLY
-
-
What I do is first, I use a variable to store where in the plot I'm at (as I assume you wish this to be after a plot relevant cut scene). Then, I have an event page with two pages where I want them to be after the cutscene.
Page 1: Blank. No conditions.
Page 2: Set to be their new location, condition is they are only there if the variable I use for plot flow is >= the number set in the cutscene.
If you don't use variables for plot flow, you can do this with a switch. Turn on a switch to show the cutscene has been viewed, then change page 2 to show only when that switch is on. -
search for Shaz' "Remember Event Location" script
-
search for Shaz' "Remember Event Location" script
I would prefer no script. Is that possible? -
Also @ bgillisp
I have this set up when entering this location there is an "Auto Run" event. A switch inside this event turns on 3 other events to move. I need those 3 stay to move and stay put for infinity. How are you keeping those events to stay put without an auto or parallel? (I too have a variable for where I am at in the story. I would prefer not to use switches when possible)
Edit: Stay put as in when they are done moving they are in their new spot and I don't want them to revert back to where they started on the map. I like to use one event if possible and not make two to pull this off as an illusion. -
I would prefer no script. Is that possible?
Theoretically yes, but it would require a rather complex eventing solution.
Basically you would need a parallel on each map that moves all special events to their required position, fades in after that and then erases itself (to be restarted when the player next enters the map).
To do that, you'll need two variables for EACH of those events (different Variables for different maps), whenever one of those events change position it needs to update its two variables with the current position.
Can be done - but the number of variables required and the length of the parallel process setting the event positions with "set event position" will make this a lot more work than using the script, and it will use up your available variables fast on larger projects. -
Without two events, you'd need Andar's solution, otherwise as far as I know it's impossible without going to two events (or a script). As it is, I use two events for it, one for the old and one for the new location.