- Joined
- Sep 30, 2015
- Messages
- 37
- Reaction score
- 7
- First Language
- English
- Primarily Uses
- RMVXA
Hi, I was impressed with the Galv Encounter Pointer script that alerts you to the next random encounter with a special pointer over the player's sprite:
galvs-scripts.com
Though I wonder how to place this same pointer over the top of other events like treasure chests or NPCs (i.e. Events that move on the map, like visible non random enemy troops).
For example: an underground giant worm that is roaming the overworld map would have a huge graphical headache to animate moving soil as in the following cult movie: (Skip to @1minute 53 seconds to see what I'm talking about!)
There's no way I'd want to animate all of that in VXA!!!
So, I'd think it would be simpler to have a simple blinking pointer over a Random Autonomous Movement event in the overworld map.
So this would be a script solution to a graphical problem.
This could also work for fixed events like I'd want some buried treasure event's icon to be unseeable to the player normally BUT to be indicated only by this pointer.
It's not like the events need their pointer to change color like the player's one does, just a blinking pointer over the event to let the player know that there is something hidden on the map or something unseen moving around the map.
The event itself can handle a Treasure Chest or call Battle Processing when the player interacts with it.
What is simply needed is the ability to have the pointer work for any event on the overworld map.
Would such a script need notetags for each event? Can the pointer above the event be turned ON/OFF with switches?
Is it possible to modify Galv's script to do this, or does it need an entirely new script altogether?
Please help!
Encounter Pointer
FEATURES Adds an animated image above the player that can be turned on and off that changes depending on how close the next random encounter is (Like psone game “Legend of Dragoon”). Se…
Though I wonder how to place this same pointer over the top of other events like treasure chests or NPCs (i.e. Events that move on the map, like visible non random enemy troops).
For example: an underground giant worm that is roaming the overworld map would have a huge graphical headache to animate moving soil as in the following cult movie: (Skip to @1minute 53 seconds to see what I'm talking about!)
There's no way I'd want to animate all of that in VXA!!!
So, I'd think it would be simpler to have a simple blinking pointer over a Random Autonomous Movement event in the overworld map.
So this would be a script solution to a graphical problem.
This could also work for fixed events like I'd want some buried treasure event's icon to be unseeable to the player normally BUT to be indicated only by this pointer.
It's not like the events need their pointer to change color like the player's one does, just a blinking pointer over the event to let the player know that there is something hidden on the map or something unseen moving around the map.
The event itself can handle a Treasure Chest or call Battle Processing when the player interacts with it.
What is simply needed is the ability to have the pointer work for any event on the overworld map.
Would such a script need notetags for each event? Can the pointer above the event be turned ON/OFF with switches?
Is it possible to modify Galv's script to do this, or does it need an entirely new script altogether?
Please help!
