- Joined
- Oct 26, 2015
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- 43
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Hello, everyone.
I'm having difficulty trying to make sure my battle BGMs and Battle Backs work correctly once the player has access to the Ship, because I don't want the wrong Battle Back or BGM playing in the wrong area of the world map. Before the player had the Ship, I simply controlled this via map specifications and the regular transfer player events, but now, if a player enters the world map in one part of the world and takes the ship to another, the Battle Back and Battle BGM will be wrong.
I made an event that will automatically select the appropriate BGM and battleback based on the player's RegionID (See spoiler below), but my concern is whether or not having this event constantly running in the background on the world map will cause lag or other problems on mobile devices or less powerful computers. But I can't think of a different way to do it and still have it work with the player constantly changing RegionIDs going from area=>ship=>area again while still keeping things in order.
For example, if the player enters a certain RegionID and the event were to activate and then flip a self switch, the event would never run again. If it activated and then flipped a switch, I'd need a way to trigger that switch to turn off any time the player's RegionID on the world map switched from one to another so that it would run the check again, and I don't know how to do that.
Can anyone recommend a better method, or possibly offer a different Script to use for the event? Or, if you don't think this will be an issue and I'm overly concerned, feel free to tell me that, too (that would be nice...).
Thank you in advance for the help!
I'm having difficulty trying to make sure my battle BGMs and Battle Backs work correctly once the player has access to the Ship, because I don't want the wrong Battle Back or BGM playing in the wrong area of the world map. Before the player had the Ship, I simply controlled this via map specifications and the regular transfer player events, but now, if a player enters the world map in one part of the world and takes the ship to another, the Battle Back and Battle BGM will be wrong.
I made an event that will automatically select the appropriate BGM and battleback based on the player's RegionID (See spoiler below), but my concern is whether or not having this event constantly running in the background on the world map will cause lag or other problems on mobile devices or less powerful computers. But I can't think of a different way to do it and still have it work with the player constantly changing RegionIDs going from area=>ship=>area again while still keeping things in order.
For example, if the player enters a certain RegionID and the event were to activate and then flip a self switch, the event would never run again. If it activated and then flipped a switch, I'd need a way to trigger that switch to turn off any time the player's RegionID on the world map switched from one to another so that it would run the check again, and I don't know how to do that.
Can anyone recommend a better method, or possibly offer a different Script to use for the event? Or, if you don't think this will be an issue and I'm overly concerned, feel free to tell me that, too (that would be nice...).
Thank you in advance for the help!
EVENT TRIGGER: PARALLEL
If : Script : $gameMap.regionId($gamePlayer.x, $gamePlayer.y) === 1
If : Script : $gameMap.regionId($gamePlayer.x, $gamePlayer.y) === 2
If : Script : $gameMap.regionId($gamePlayer.x, $gamePlayer.y) === 3
...and so on for the other world map RegionIDs.
If : Script : $gameMap.regionId($gamePlayer.x, $gamePlayer.y) === 1
- Change Battle BGM: Battle1 (80, 100, 0)
- Change Battle Back: Grassland & Grassland
If : Script : $gameMap.regionId($gamePlayer.x, $gamePlayer.y) === 2
- Change Battle BGM: Battle9 (80, 100, 0)
- Change Battle Back: Grassland & Grassland
If : Script : $gameMap.regionId($gamePlayer.x, $gamePlayer.y) === 3
- Change Battle BGM: Battle11 (80, 100, 0)
- Change Battle Back: Sand & Wasteland
...and so on for the other world map RegionIDs.