Ah well then thanks for clarifying, it's a Trademarked character, and I will have the rights to use them for producing a game specifically for the owner of the character.
I will get the proper documentation from them for use of the trademarked character. Thanks.
Also that's why I'm being vague...
Can we request copyrighted character art from others if we have acquired the rights to the character in question?
And will I need to provide proof of rights to use the character?
I'm not good with pixel art myself but I have been commissioned to make a work with copyrighted characters by the...
I made this example for a different support question but it applies here as well, it's an example of how to get and how to compare an Event's location using variables to get the X and Y of the event
What this exact example does is gets th X and Y coordinates of the event and determins if the...
It wasn't to show you about them acting like in a cutscene, it was to show you that they are not autonomous and they need to be per-map like Shaz was saying.
it's all a matter of variables and switches for when and where you want your NPCs to show up.
In one of my Demos I have you friend wake...
Go to the actor you want, add a trait, go to the Skills tab, seal skill: Attack
This can be done through the actor, class, a specific equip, or even a state.
If you want them not to move at all, put a permanent state on them with the restriction that they can't move.
if it's just an event on the map generally you just need to control variables or switches to get them to run. What is the purpose of the event? I don't see a need to call using a script command except in rare circumstances.
I have made this in VX Ace and have tested it in MV too.
What you need to do is make a damaging skill, then in the effects of the skill call a common event. That common event forces action for the user of the damaging skill to use a buffing skill aswell.
I have done several multi-part skills...
did you stop the event from running after it completed it's task? or is it constantly running with a low wait time? I've noticed that parallel processes can cause lag of even game to freeze in just about any RPG maker if you have it loop over and over with little or no wait between loops.
I just successfully tested changing music by region, and changing it between continents on the world map after getting on/off the airship. I had to override the default audio transitions with eventing to make it change smoothly but it worked.