Issue with running a cutscene after talking to an NPC from a certain direction.

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Started by Hayden 6 posts View original ↗
  1. So, this is something I've been trying to figure out a solution for.

    Let's say the player goes into a room and there's an NPC there. I want to have it so when the player talks to the NPC, it can trigger a cutscene. This cutscene would have the NPC and the player moving around during it.

    I know how to make all that happen. The problem is how do I account for the direction that the player interacts with the NPC from? Like, if the player interacts from the right of the NPC, but then the cutscene at some point tries to make the NPC move to the right, he won't be able to because the player is there. The cutscene will then pause.

    Ideally, I'm looking for some way to make it so the player interacts from whatever direction, and then is moved to a tile that I decide before the cutscene kicks off.

    Only way I can think is that when the player interacts, I could fade the screen out, transfer the player to the new location and then fade it back in. That wouldn't be as nice or clean though.
  2. Or set both player & event become Through (move route command)
  3. Isabella Ava said:
    Or set both player & event become Through (move route command)

    I'm not really sure what you mean. That still won't let me set a tile that I want the player to move to, right?

    Either way, I just learnt that Yanfly made a plugin called Move Route Core. It adds the exact functionality I wanted. I can tell it a tile in a Set Movement Route and it'll find the best way to get there. So good.
  4. As you say Yanfly's moveroute core is a great solution (e.g."move to: 10, 4").

    That said, as a non-plugin route you can also use conditionals (if player is facing left... [do x], if player is facing right... [do y]; or more complicated script calls "$gamePlayer.x === n && $gamePlayer.y === n; ... do z).

    It's more cumbersome, but even with Yanfly/other move plugins can come in handy from time to time.
  5. there is a much simple way - the conditional branch has an option to check the player facing.
    since the player needs to fact the NPC for triggering, that facing determines where the player stands when triggering. So check all four possible options and give a tiny move route that moves the player and the NPC from there to a common starting point for the rest of the cutscene.
  6. Andar said:
    there is a much simple way - the conditional branch has an option to check the player facing.
    since the player needs to fact the NPC for triggering, that facing determines where the player stands when triggering. So check all four possible options and give a tiny move route that moves the player and the NPC from there to a common starting point for the rest of the cutscene.

    Ah, I didn't even see the options for face checking. I'll have a go of that way too.