Event graphic screwup

d_a_renoir

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I have my item sprite be put in a big charset to save space:



This is the event screen:



I've set the graphic to be the animal skin, but... sometimes the teacups would show up instead:



I figured it might have had something to do with the direction the animal was facing, so I tried commanding the sprite to face the right direction, but sometimes teacups still show up. So... How do I fix this?
 

Andar

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in a sprite, the symbols from ledt to right are the three animation steps, the symbols top to bottom are the four directions.

You can use the direction fix to keep an event from changing between the four lines, and if you don't animate then the sprite should not cycle through the three animation pictures.

If you made the wrong configuration using those options, then those pictures can change unintentionally - the same goes if you try to change those pictures by moveroutes, as those switch the direction but may cause problems with the animation column...
 

Shaz

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It could have something to do with the direction the animal is facing, but the teacups are in the 'up' direction, not the 'right' direction. If the animal were facing your PC, it'd be the bag that's being displayed, not the teacup.


You don't have something in your scripts, do you, that forces events to face up when they're created/initialized/changed to a new page?
 

d_a_renoir

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It could have something to do with the direction the animal is facing, but the teacups are in the 'up' direction, not the 'right' direction. If the animal were facing your PC, it'd be the bag that's being displayed, not the teacup.

You don't have something in your scripts, do you, that forces events to face up when they're created/initialized/changed to a new page?
Well, the fox was not the one who bumped into me and started the battle event. It's like what you said in Amaranthia to make the number of enemy shown on screen proportionate to the one we fight. Three foxes in various locations are "fox group 1", then when the battle is won, I turned on "group 1 dead" switch on three foxes. This one isn't the fox that bumped into me and activated the battle. It's the one located elsewhere, but is part of "fox group 1".

in a sprite, the symbols from ledt to right are the three animation steps, the symbols top to bottom are the four directions.

You can use the direction fix to keep an event from changing between the four lines, and if you don't animate then the sprite should not cycle through the three animation pictures.

If you made the wrong configuration using those options, then those pictures can change unintentionally - the same goes if you try to change those pictures by moveroutes, as those switch the direction but may cause problems with the animation column...
Direction fix is already turned on. I already tried forcing the fox sprite to change direction to "left", but it still shows teacups sometimes.
 

Shaz

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Okay, gotcha.


You know in the Aveyond games we sometimes have this problem. The 'blood' character sheet has 12 sprites for blood, but they're not all in exactly the same spot. Every now and then, after a battle, you'll see the blood sprite, and then it'll shift its position slightly. That's the same issue.
 

d_a_renoir

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I see. I was trying to save space because different monsters would have different "dead" sprites. I guess I can't help but make separate spritesheets for each animal :/
 

Shaz

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mmm ... I'm sure there's a way around it. I'm just saying it happened to us all along as well.
 

Cvrtis

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Change item: [Fox skin], +1

Self Switch: A = ON



next page with "Conditions" Self Switch = A and with no graphic.

It's not working?
 
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Andar

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Change item: [Fox skin], +1


Self Switch: A = ON





next page with "Conditions" Self Switch = A and with no graphic.


It's not working?
Give us a screenshot of the entire event (all pages) to check - and if you're working on another game than this one, please do so in a different topic.
I can't say if you're working together with the original poster or just using his names as examples for your own game - a different problem should always be in a different topic, no hijacking of other topic please.
 

Cvrtis

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Give us a screenshot of the entire event (all pages) to check - and if you're working on another game than this one, please do so in a different topic.

I can't say if you're working together with the original poster or just using his names as examples for your own game - a different problem should always be in a different topic, no hijacking of other topic please.
Excuse me?

I answered on topick post.
 

MiracleMare

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I've had this problem as well. One of my shovels turns into a draped white sheet. I'll experiment and let you know if I find a fix that you can apply to yours.
 

Andar

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Excuse me?


I answered on topick post.
Do you work together with d_a_renoir on the same game project? If yes, then this is the correct topic - if not, then you should make a new topic because your problem might be something else, and on this forum we prefer to keep work on different game projects in different topics, even if it appears at first glance to have similiar effects - because different projects usually have different scripts, and thereby require different solutions.
In both cases you need to give us the screenshot of the current event pages and tell us what is not working - that means tell us what it should do and what it does instead. Does the foxskin item not vanish from screen when taken, does the player not get it when triggered, or what is the problem you're having?
 

Shaz

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He doesn't have a problem. He was asking if the code he provided worked or not, so was suggesting a solution to d_a's problem :)
 

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