Quick travel map system like Fly in Pokemon with events?

PhoenixX92

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How would I go about doing this? I figure I'd need something to call a common event, with 'move to [location]'
But I'm wondering how to get a world map overlay-like-thing to pull up during a quick-travel system to pop up and highlight where it is(with the name above it) that you're going.

TL;DR
How would I basically duplicate the Fly quick-travel system from Pokemon? lol
I've tried putting a call-event on an item, then using it out of battle, but that doesn't even transport a character anywhere.

Any advice at all would be greatly appreciated :)
 

gstv87

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you need three parts to it: the menu where to select destinations (the map, which is actually a menu disguised as a map), the system to keep tally of where your character can go (for which you can use the stock variables), and the system to handle the transition (which can be a common event)
one thing you *will* have to make yourself, is the map scene.
try making a good ol' choice selection with a couple of destinations... that selection menu will be your map mockup.
at the moment of selection, you lock destination coordinates to mapID, X and Y.
that's it.
you literally save in a variable the references to map, x, and y, and then the actual core of your system will pick that up.
after the destination is locked in, you call for handling of the effect, and you give it over to the handling system, which is the call up to the common event that moves the character from place to place.

I don't know how to write it more generically without it not making any sense.
I would write it myself from scratch, because I find the common event system too bulky to handle, but it should work with only using common events.... it's nothing out of the ordinary.
the only part where you will have to squeeze your brain, is with the map.
you'll have to spread the selection options around a parallax image, and have some kind of unlock system to present new destinations as the game progresses.

every time you need to handle something complex, put it backwards and start from the end.
the player gets to the destination...... how do you make the player move from point A to point B?
ok, now that you have that.... how do you tell the handling system where point B is?
ok, now how do you select the coordinates for point B out of a collection of other similar coordinates?
etc etc etc
 
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