Ok, I am planning on making it so when you talk to a human npc, you can capture them, battle them, or convert them.. How do you set it up so when you capture them or convert them, they show up on a different place with a different event?
Event script
● ARCHIVED · READ-ONLY
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You can use a switch to remove them from location A and a switch to add them to location B. :(
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sorry going have to ask more questions:) I just bearly got my even with movement and animation down and talking. I don't know anything about switches... is there a tutorial i could look at? that shows how switches work?You can use a switch to remove them from location A and a switch to add them to location B. :(
ok I kinda got how to do the switches, but I still can't seem find how to move them. -
You don't "move" the event, although you could... (2nd page, "Change Event Position")
Make two separate events, turning off one while turning on the other. -
Set Event Location? that just moves it some where else in the same map. Looking for moving different map, or will I have to make duplicate maps of the same map, for every npc I capture or change? Here is what I am trying to do. I go to a village and capture a npc. I want them reappear at the castle of the main character.You don't "move" the event, although you could... (2nd page, "Change Event Position")
Make two separate events, turning off one while turning on the other. -
Moved to general support as this is not (as of this time) a scripting question.
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After talking to that NPC add a switch like, NPC is ON.
Then on the castle map, add an event and put that switch as a condition in the event page. -
I did that but I didn't get anything, anything I need to put in the condition?After talking to that NPC add a switch like, NPC is ON.
Then on the castle map, add an event and put that switch as a condition in the event page. -
How did you do it? Show us some screenshots.
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by the way, how do you do spoil on chat so pictures don't take up the whole page?
This is in the village of npc you talk to pages 1 and 2...


Here is the code in the castle.

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Honestly, pal—it seems like you just need more experience getting used to all the event commands. The more you experiment; the more you'll learn.
Here's my switches and variables tutorial: part one, part two. you should find them very useful.sorry going have to ask more questions:) I just bearly got my even with movement and animation down and talking. I don't know anything about switches... is there a tutorial i could look at? that shows how switches work?
re: your images. The first event looks like it would work fine—the problem is the last one. You don't need to use conditional branches—you'd want to use the "conditions" on the left side of the event page. My tutorial explains this in visual detail. Good luck. -
Thank you! yeah, I know.. That is why im asking and writing things down:)Honestly, pal—it seems like you just need more experience getting used to all the event commands. The more you experiment; the more you'll learn.
Here's my switches and variables tutorial: part one, part two. you should find them very useful.
re: your images. The first event looks like it would work fine—the problem is the last one. You don't need to use conditional branches—you'd want to use the "conditions" on the left side of the event page. My tutorial explains this in visual detail. Good luck.
Ok, let me see. I know how to move the a spefic npc to one jail cell, but how do i make it so you can pick any random npc and they go to that jail. would it be used as a variable? Because I can make a certain event go to a certain part of the of another map now, but how can I make another random npc go there, or if the jail is full and has a npc, it realize it needs to go to next jail cell over? -

For the jail thing, how many NPCs can you put into jail. It might be better to do them as switches, it's kind of confusing what you're trying to ask ;-; -
maybe this will help clear it up a little.

ok you have npcs 1-8 if you capture 1 then capture two it will say. oh jail A is full, so it goes to jail B. but if you go to jail 2 first it will go to jail A first then npc 1 goes to B. And when you have all jails A-H full and you get NPC 9 it will say all jails are full and can't caputre them. -
This would be much easier to do in a script. Do you want me to make you one for it.
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That be awsome! Id love that. Thanks!