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Xyore

Aveyond-like Overworld Enemies?

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I'm trying to recreate the enemy events from Aveyond. Here's the situation:

 

There are two enemies near each other, 'A' and 'B'. When you touch either A or B, you fight a troop containing both enemies. What's SUPPOSED to happen is that when you win the battle, they both disappear. They also come back when you leave and enter again. As far as I can tell, you aren't able to control an event from another event, except for "Set Move Route...". The closest thing I can get to making both disappear is erasing the event of the monster you touch after you win the battle, and erasing the graphic of the second monster using Set Move Route. Is there any way to erase the event of the second monster?

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this is actually a lot easier than you think.

 

First make both monster events,

on page 1 set trigger to PlayerTouch, no conditions, with the enemy graphics  Set the Battle Processing to the battle you want, after the battle set a switch to activate (ie Switch:0001 - Monster 1)

on page 2 set trigger to Action Button, Conditions to Switch:0001 - Monster 1 (or what ever you put it to) set the Graphics to blank and no Event commands.

 

Basically what will happen is that when the battle is over it activates the switch making both events tuen to a "blank" page so you can no longer interact with them. There is no need to delete the event, personally i don't understand why they even put that option in the commands.

 

To make them reappear when you leave the map is easy too. In the exit events before teleporting the player to the next map set all the switches off for the monsters. you may need to set "wait 01 " just to make sure the switch commands are done before the character teleports to the next map.

 

If you're having trouble with eventing I'd suggest you look up http://www.gdunlimited.net/forums/topic/7383-ecos-eventing-101/ this tutorial on eventing, or browse the web for tutorials on the different functions of the event commands and how Switches and Variables work. These are essential for building a game so it helps if you understand them completely.

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this is actually a lot easier than you think.

 

First make both monster events,

on page 1 set trigger to PlayerTouch, no conditions, with the enemy graphics  Set the Battle Processing to the battle you want, after the battle set a switch to activate (ie Switch:0001 - Monster 1)

on page 2 set trigger to Action Button, Conditions to Switch:0001 - Monster 1 (or what ever you put it to) set the Graphics to blank and no Event commands.

 

Basically what will happen is that when the battle is over it activates the switch making both events tuen to a "blank" page so you can no longer interact with them. There is no need to delete the event, personally i don't understand why they even put that option in the commands.

 

To make them reappear when you leave the map is easy too. In the exit events before teleporting the player to the next map set all the switches off for the monsters. you may need to set "wait 01 " just to make sure the switch commands are done before the character teleports to the next map.

 

If you're having trouble with eventing I'd suggest you look up http://www.gdunlimited.net/forums/topic/7383-ecos-eventing-101/ this tutorial on eventing, or browse the web for tutorials on the different functions of the event commands and how Switches and Variables work. These are essential for building a game so it helps if you understand them completely.

Wouldn't this mean that I have to make a switch for every mutli-battle monster on each map?

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yeah, but i guaranty that's how they did it in Aveyond. A lot of games use this method for the monsters on the map. But what you can do is reuse the same switches for each map, so say map 1 has 5 enemies, so that's 5 switches, but if map 2 has 10 enemies you need 10 switches, but you can use the first 5 over since you're resetting them every time you leave a map.

 

so decided how many the maximum monsters you'll put on a map, and reserve switches 100-120 for instance for monsters.

 

too make it a little easier you could make a common event that turns all the monster switches off.

 

so you make a common event (call it monster switcher), set a parallel process on Switch 99

command events: turn switches 100-120 off, set a wait 01 (just in case the command goes to fast turning itself off), at the very end turn switch 99 off.

 

on your teleport event just turn switch 99 on, and the common event will turn all the monster switches off and then turn itself off afterwards.

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yeah, but i guaranty that's how they did it in Aveyond. A lot of games use this method for the monsters on the map. But what you can do is reuse the same switches for each map, so say map 1 has 5 enemies, so that's 5 switches, but if map 2 has 10 enemies you need 10 switches, but you can use the first 5 over since you're resetting them every time you leave a map.

 

so decided how many the maximum monsters you'll put on a map, and reserve switches 100-120 for instance for monsters.

 

too make it a little easier you could make a common event that turns all the monster switches off.

 

so you make a common event (call it monster switcher), set a parallel process on Switch 99

command events: turn switches 100-120 off, set a wait 01 (just in case the command goes to fast turning itself off), at the very end turn switch 99 off.

 

on your teleport event just turn switch 99 on, and the common event will turn all the monster switches off and then turn itself off afterwards.

Thank you kindly, sir!

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