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I'm using a bit of a workaround method to pull off a Final Fantasy 1-esque system where you start the game and choose your four classes. Here's a script for one of the class selections:
For sake of clarification, here's a rough idea of what this script does:
In the top screenshot, you see a sword, 4 characters, 4 fountains, and a small sphere which I've crudely circled in red. The sphere is the player at the very beginning, before they've made any choices. Their choices are reflected in the fountain. The bottom screenshot is a prime example here, I've decided that I want a party of 4 of the same class, and it is reflected in the crude green circled actors. That is to be my party, a visual indicator of what I've decided upon.
Notice how the sphere changed as well. The sphere was merely a placeholder, and instead now acts as a reflection of the party member in slot 1. This works fine.
When all is said and done, the player speaks with the sword to begin their journey. The script of this is very simple:
Basically, the sword checks to see if you actually filled all 4 slots. If you haven't, it will say you need to, if you have, it will ask you if you're ready, when you are, it cues some dialogue, some name changes, and ultimately begins the game.
Something happens between then and when the game starts that makes it so enemies will not follow you on the map:
Of course, the process of this is extremely simple. NPC has move route to move toward player, upon collision, enter a battle, upon victory, self switch which makes the NPC transparent for a period of time. Easy.
If I set my Player Start Position outside of the intro screen (the area where you select classes), these work as intended. They will chase me down, follow me, collide with me, and ultimately fight with me. SOMETHING happens in the class change process which breaks them, and I don't know what it is.
Any help would be appreciated.
I've tried setting their autonomous movement type to approach. There's no different between that and Custom -> Move Route -> Move toward Player. Both are behaving identically.
For sake of clarification, here's a rough idea of what this script does:
In the top screenshot, you see a sword, 4 characters, 4 fountains, and a small sphere which I've crudely circled in red. The sphere is the player at the very beginning, before they've made any choices. Their choices are reflected in the fountain. The bottom screenshot is a prime example here, I've decided that I want a party of 4 of the same class, and it is reflected in the crude green circled actors. That is to be my party, a visual indicator of what I've decided upon.
Notice how the sphere changed as well. The sphere was merely a placeholder, and instead now acts as a reflection of the party member in slot 1. This works fine.
When all is said and done, the player speaks with the sword to begin their journey. The script of this is very simple:
Basically, the sword checks to see if you actually filled all 4 slots. If you haven't, it will say you need to, if you have, it will ask you if you're ready, when you are, it cues some dialogue, some name changes, and ultimately begins the game.
Something happens between then and when the game starts that makes it so enemies will not follow you on the map:
Of course, the process of this is extremely simple. NPC has move route to move toward player, upon collision, enter a battle, upon victory, self switch which makes the NPC transparent for a period of time. Easy.
If I set my Player Start Position outside of the intro screen (the area where you select classes), these work as intended. They will chase me down, follow me, collide with me, and ultimately fight with me. SOMETHING happens in the class change process which breaks them, and I don't know what it is.
Any help would be appreciated.
I've tried setting their autonomous movement type to approach. There's no different between that and Custom -> Move Route -> Move toward Player. Both are behaving identically.
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