Inaccessible route on maps.

Mr. Detective

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Hi guys,

In all of my maps, whenever there is a route or a door that leads to another map, I would have another event displaying an arrow to show the player that they can go that way. The other routes, which lead to nowhere, will have an event with the MC saying that he shouldn't go too far and get lost. This dialogue also display the current MC's faceset. However, in many instances, the player will be able to play as different characters. So those events will have the original MC's faceset and contradict with the current character that the player is controlling. If I have to go back and remake those events, it would be extremely painful and I am not sure if it's worth the trouble. :unsure:

Should I just remove those events completely, and let the player understand that those routes aren't accessible? >_>
 

cabfe

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What about simply having a text basically saying "the road is blocked" with no face?

If you need the faces, there is a solution using Common events and conditional branches for the correct display.

Either way, you'll need to edit all your current events.

If those routes are temporarily blocked, it needs to be told so or else the player won't think of going back to where he couldn't walk previously.

If they are permanently blocked, no event at all can work too :)
 

Andar

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post a screenshot of one of those events, and we can tell you how to change it - your textual description is limiting...


You'll probably need to add conditional branches, but the exact coding will depend on how your events currently work.
 

Aceri

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You don't really need a face picture for something like that. Typically when I see a face graphic with some text, I assume the character is speaking aloud to people, where as when there is no face graphic, I view it as thought or an inner monologue. You could just do something like that.
 

kerbonklin

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Isn't there a ShowText command to automatically display the portrait of the lead party member? (not sure if it's a basic command or something that comes with Yanfly Message System)
 

Ksi

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^

It's

\n[0]Or, if you have formation as part of the menu and want just a certain character to comment instead, use the

\n[x]line. 'x' being the database number of the hero you want to be named.
 

cabfe

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For party leader, shouldn't it be \p[0] instead of \n[0], since we don't know which character among the actors is the actual leader?
 

Mr. Detective

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Here is how one of those events look like, the ones on the right.



I tried the \n[x] method, but that only displays the faceset, not the actor's name.

You don't really need a face picture for something like that. Typically when I see a face graphic with some text, I assume the character is speaking aloud to people, where as when there is no face graphic, I view it as thought or an inner monologue. You could just do something like that.
For that, I still display the faceset and the namebox with parenthesis.

What about simply having a text basically saying "the road is blocked" with no face?

If you need the faces, there is a solution using Common events and conditional branches for the correct display.

Either way, you'll need to edit all your current events.

If those routes are temporarily blocked, it needs to be told so or else the player won't think of going back to where he couldn't walk previously.

If they are permanently blocked, no event at all can work too :)
There are temporarily blocked events, and those can be fixed easily. But with the other block events, like the one I showed above, editing them all is painful. I just thought it might be weird if the player can't keep going for no explanation.
 

Aceri

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example.png

This works for picking whichever actor you have control of. If you have 5 playable characters in total for example, just repeat what I did 5 times, adding a copy with the new character name into the previous ones @else branch.

Note though that this only works if it's a party of 1. Still trying to figure out how to recognize the leader of the party, not just the first one on the event list. I'll update this if I figure it out, or if you don't plan on having more than 1 character per party then I won't update.

Edit:

The move commands are going to the left because when I was putting it together, I had the event on the right.

Edit 2:

I forgot to add that, if you want that path to become accessible at some point, like say you want the player to talk to someone or do something specific before they leave that way, then at the end of all the conditional branches on a new line set "Control Self Switch" there. I chose A because I didn't have any other self-switches in use, then you can just do this, but don't forget to make a switch after whatever you wanted the player to do first, like say if you had them "talk to mom before you leave" after they're done talking to her, make the "quest complete" or whatever you want to name it switch under all the interactions you want/need the player to have with "mom", so that way you can enable the next page to trigger:

View attachment example2.jpg

This will set it up that from this point forward the player can freely walk in/out of those transfer spots.

You probably already knew that, but thought I'd add it just in case.
 
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Kes

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To figure out who is the first actor in the party is fairly straightforward.

Control variable  (let's say it's Switch #51)

Operand "Game Data"

select the ... on the right hand side to bring up the full set of options

Select 'Party' (it's down near the bottom)

This brings up the choice of which member of the party you want

Choose Member #1

That then collects the actor ID of Member #1

When you need to call up that info in a text command, type \V[51]

Obviously you would put the number of your actual variable inside [ ]
 

Aceri

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I knew there was a way to do it with variables, and I tried haha but god I suck at them.


P.S. I did it the same way you described, just went back and looked at it. \V[x] only shows up as a 0 in the text screen.
 
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Mr. Detective

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Note though that this only works if it's a party of 1. Still trying to figure out how to recognize the leader of the party, not just the first one on the event list. I'll update this if I figure it out, or if you don't plan on having more than 1 character per party then I won't update.
Yeah, this is not going to work for a party with more than one character, unfortunately. :(

To figure out who is the first actor in the party is fairly straightforward.

Control variable  (let's say it's Switch #51)

Operand "Game Data"

select the ... on the right hand side to bring up the full set of options

Select 'Party' (it's down near the bottom)

This brings up the choice of which member of the party you want

Choose Member #1

That then collects the actor ID of Member #1

When you need to call up that info in a text command, type \V[51]

Obviously you would put the number of your actual variable inside [ ]
What? I don't get what you meant by "Operand Game Data".
 

Aceri

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When you open up the "Control Variables" from the "Game Progression" category, inside it, "Operand" is the category.

So he's basically telling you to look for the "Game Data" selection in the Operand section of the variable editor.
 

Mr. Detective

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OK. I got to that part. Then what do I have to do next to display the new MC's name in the message box's the name box? And how do I return it to normal when the player regains control of the original MC?
 

Aceri

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Are you using a script? I don't ever remember ace having a default name box for messages.
 

Kes

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As I said, in the text box where you want the actor's name to appear, you type

\V[x]

where x is the number of the variable switch.
 

Mr. Detective

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Are you using a script? I don't ever remember ace having a default name box for messages.
Yeah, Yanfly's Message System.

As I said, in the text box where you want the actor's name to appear, you type

\V[x]

where x is the number of the variable switch.
Didn't work. It displays a "0" instead. :|
 

Aceri

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You're going to have to look up stuff for yanfly's script then. I've never used it so I don't know what his/her additional chat commands are.

And like I told you ksjp, \V[x] always returns as nil, regardless of what you put in brackets or what you make the variable it's searching for. Unless of course you're speaking to yanfly's script, in which case I have no clue.
 

Shaz

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I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.


Please provide a link to the script you are using.
 

Kes

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You're going to have to look up stuff for yanfly's script then. I've never used it so I don't know what his/her additional chat commands are.

And like I told you ksjp, \V[x] always returns as nil, regardless of what you put in brackets or what you make the variable it's searching for. Unless of course you're speaking to yanfly's script, in which case I have no clue.
Ah, my bad, I was replying on my phone at that point and couldn't see all the posts correctly.

Hmm, have to think about this  I've only used this method when I need to know who is in the party for reasons other than their name.  I know no other way of getting the ID of a party member except by the method I set out with the variable.  

EDIT

Does typing \P[n] where n is the party member not work?

So if you want the first member of the party it would be \P[1]
 
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