Showing a Trail Through Common Events

Status
Not open for further replies.

SkarX5

Villager
Member
Joined
Jun 13, 2013
Messages
19
Reaction score
0
First Language
English
Primarily Uses
Hi, Skar here.

I need some help. In my game their will be a feature I named "Void Vision". What it does is make a trail of black visible when the ability is used. However, I want it to make the user can only use for a short time then have to wait before doing it again, so you don't have it on 24/7. I tried doing this via Common Events (Setting it to parellel process) but when I try to make it where you can only use the ability for 2 seconds and then have a 10 second cool down, it makes it to where the player can't move until the cool down is over.
 
Last edited by a moderator:

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,359
Reaction score
7,672
First Language
German
Primarily Uses
RMMV
Place screenshots of your events.

If the player cannot move, chances are good that you either used an autorun (instead of parallel process), called a parallel process CE by event command (instead of controlling the switch for that parallel common event), or placed a loop/wait inside the parallel process.
 

SkarX5

Villager
Member
Joined
Jun 13, 2013
Messages
19
Reaction score
0
First Language
English
Primarily Uses
Heres the screen shot of the common event.

screenie.png

It's not still set on Parellel process. I set it to none and activate it with a skill, but it still makes the character stop moving.
 
Last edited by a moderator:

Celianna

Tileset artist
Veteran
Joined
Mar 1, 2012
Messages
10,557
Reaction score
5,592
First Language
Dutch
Primarily Uses
RMMV
It's because if you call a common event, it will run through all of the commands and freeze the player, disregarding the fact it's set to parallel process. You are calling the common event when you are using the skill.


To circumvent this, you need two common events. One common event is the one the skill will call, and all it does is turn on the switch that will activate the second common event. Your second common event will deal with all your void vision stuff, and will run based on the switch you turned on in the previous common event (don't forget to set it to parallel process).


To sum it up:


Make void skill call common event 1.


Common event 1 turns on Switch 1.


Common event 2 is a parallel process that runs on Switch 1, and will deal with the void vision and wait commands. At the end of the event, turn off Switch 1.
 
Last edited by a moderator:

SkarX5

Villager
Member
Joined
Jun 13, 2013
Messages
19
Reaction score
0
First Language
English
Primarily Uses
It's because if you call a common event, it will run through all of the commands and freeze the player, disregarding the fact it's set to parallel process. You are calling the common event when you are using the skill.

To circumvent this, you need two common events. One common event is the one the skill will call, and all it does is turn on the switch that will activate the second common event. Your second common event will deal with all your void vision stuff, and will run based on the switch you turned on in the previous common event (don't forget to set it to parallel process).

To sum it up:

Make void skill call common event 1.

Common event 1 turns on Switch 1.

Common event 2 is a parallel process that runs on Switch 1, and will deal with the void vision and wait commands. At the end of the event, turn off Switch 1.
This worked! Thank you so much. This problem was solved.
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c

Forum statistics

Threads
105,857
Messages
1,017,019
Members
137,564
Latest member
McFinnaPants
Top