Lakri

Warper
Member
Joined
Jan 19, 2015
Messages
1
Reaction score
1
First Language
English
Primarily Uses
Hello there! First of all, I'm as new as new can be to this whole thing. I have no knowledge of any kind of scripting or programming, but I'm trying my hardest to make this work! I'm artsy and creative, but technology is far from my strong points. So please bear with me. ^^;

Here's my issue. I'm making a horror game, and I want the player to be holding a candle in one of the rooms, which is meant to be darker than the others. I have the lighting worked out, but I'm not sure what the best way is to give my actor's graphic a candle to hold. I made a separate actor graphic that it switches to in the room, so she's holding a little candle with a tiny yellow light around her. Great! But when I exit the room, I can't figure out how to revert her graphic back to normal, without the candle. I could do it the same way to reverse the effect, but I had planned to have alternate sprites unlockable for her, which means that I would need the graphic with the candle to change according to which graphic she currently has, and then change back to the correct graphic after exiting the dark room. I'm not quite sure how to do this. Unless there's another way to make it appear that she's holding a candle without actually changing her actor graphic. Any advice?
 

Shaz

Global Moderators
Global Mod
Joined
Mar 2, 2012
Messages
42,187
Reaction score
14,661
First Language
English
Primarily Uses
RMMV
Each time her graphic changes, set a single variable to a unique value. Then on your exit event, use a Conditional Branch group to change the graphic based on the value in the variable.
 
Last edited by a moderator:

whitesphere

Veteran
Veteran
Joined
Mar 14, 2014
Messages
1,688
Reaction score
784
First Language
English
I would use a Common Event and set a pair of variables, like "Actor Candle Lit" and "Actor Version"  Then inside the Common Event, set the actor to various sprites based on those 2 variables, using Conditional Branches.

Call the Common Event in the events which Transfer the player and from the room(s) where the sprite can change, and you should be all set.

The advantage of doing it in a Common Event is you can change or add new sprites for the Actor in just a few places.
 
Last edited by a moderator:

_Shadow_

Tech Magician Level:
Moderator
Joined
Mar 2, 2014
Messages
4,088
Reaction score
2,681
First Language
Greek
Primarily Uses
RMMZ
Check my signature.

I made a tutorial game and you should also check the lik I got on @Andar's tutorials too. ;)
 

Latest Threads

Latest Profile Posts

I feel still screenshots don't do my game justice. the characters don't move, but the filter over them does...
Wonder if this year, there be more MZ plugin than MV or that MZ is still small compare to whole MV collection
Zaj
Hey morning all! I got another quick question..I just switched to RMMZ from VX Ace..so I am wondering why default scripts(is that how u call it) of VXAce is available, but not in MZ's case? How do I figure out ahh I mean could you show me
Sometimes im the biggest fool alive... Ah well, ce la vie
The worst feeling in the world is going for a walk on a nice summer day, seeing an ice cream truck, and realizing you don't have any money with you :(

Forum statistics

Threads
111,346
Messages
1,060,363
Members
144,672
Latest member
oddRABBIT
Top