After the battle processing event command, turn on a switch. In your other event, create a new (blank) event page, and set its condition to that switch. This should make it 'disappear' after the battle.
Okay that didn't work. I appreciate it though.take out that specific fadeout and reinsert it. sometimes its simple tuning mistakes. even if it doesnt seem like it will help try it anyway.
Just coming back to report that I figured it out - and yes it was another event interfering.@mlogan:
Do you have any other events that might be interfering with the command? I know I sometimes have parallel process events that fade in maps.
Also, have you tried putting a wait command after the fade-in?
TransferPlayer to [104][105][106]
[MapX][MapY][MapID]
[MapID][MapX][MapX]
or [106][104][105]
Like I said earlier, the event continues but the event does not move. I want it to move.Have you tried checking "Skip if cannot move" in the Move route(above the Wait for Completion one)?
Thanks for your help, I figured it out, I just set the event to through.Most likely there's an other event blocking that events path, at least that's what my problem is most of the time with something like this.
i have a question, i have posted this a few times and still have some questions...
i am wanting to make an event to do time frames, i would like a straight answer or an event post if anyone has done it
or can do it to show me cuz i cant widdle it out to work right...i need it to do this
fade screen-sepia "morning"
fade screen-normal "daytime"
fade screen-sunset "sundown"
fade screen-night "nighttime"
now i need the time frames to be morning 2 hrs, daytime 4 hrs, sundown 2 hrs, nighttime 4 hrs.. thats 1 full day "12 hrs=1day"
and i want the 3rd day in the loop to have a rain affect... i can get it to fade in and out with the fade/wait commands but theres
not enough wait frames in a 2-4 hr time frame to make it work so i'm stuck! can someone plz work this out for me??![]()
Anyone?Im not sure if i can make this idea make sense but im wondering if anyone knows how to do this.
I want to implement a system where there is a gauge or something that goes up as the character takes damage(slowly) and when it hits maximum it forces a transformation that makes the character more powerful but also takes a toll on the character in the form of damage.
I know this sounds complicated but if someone could explain(in detail or post link to tutorial cause im a little slow) how to do this id be grateful
I can make a state or condition that enhances the characters traits but not any sort of thing like this