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using vehicules as wander areas
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Wed Apr 18, 2007 6:25 am    Post subject: Reply with quote

Why don't you want to fade the screen? Is there not a battle occurring right after this scene? If so, then the player will not notice anything out of the ordinary, because the screen fading to white is the exact same thing that the OHR does to start a battle.

On the other hand, the answer to your question is no. You cannot, directly, tell the OHR to consider the hero(me) as NPC 14. You can make sure that NPC 14 looks exactly the same as the hero, and you can create a copy of NPC 14 precisely where hero(me) is standing. At this point you can swap out hero(me), and onscreen there will be no change, because NPC 14 is a carbon copy of hero(me) and is standing right where hero(me) used to stand. However, if hero(me) is the only member of the party, I don't think you will be able to swap him out. Furthermore, when you swap in the three mysterious persons, they will graphically appear right on top of NPC 14.

There is a possible workaround accomplishable by fixing the camera, moving the party offscreen to do all the swapping, and then bringing them back, but I think that first we need answers to the following questions:

1. Why not just use the fade technique, if there is a battle occuring at this moment?
2. How should the three mysterious persons enter? Should they just appear? Walk in from offscreen?
3. What should hero(me) do in the meantime? Should he lay on the floor dead? Should he move out of the way while the three mysterious persons fight the enemy?
4. What should happen after the battle?
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TMC
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PostPosted: Wed Apr 18, 2007 6:29 am    Post subject: Reply with quote

I won't be necessary to move anything offscreen to hide it, because swapping/adding heroes doesn't imply any waits.
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msw188




Joined: 02 Jul 2003
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PostPosted: Wed Apr 18, 2007 6:37 am    Post subject: Reply with quote

The problem is that he wants to swap out the hero and swap in the persons for party purposes (the battle), but onscreen wants the hero to stay there. If the hero is the leader, his NPC will be overlapped by the incoming persons, because neither the party nor the NPC has moved at all. And moving does imply waiting.

Unless there is something I'm not thinking of...
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PostPosted: Wed Apr 18, 2007 10:43 pm    Post subject: Reply with quote

msw188 wrote:
If the hero is the leader, his NPC will be overlapped by the incoming persons, because neither the party nor the NPC has moved at all. And moving does imply waiting.


Well, I don't understand what you mean there.
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msw188




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PostPosted: Thu Apr 19, 2007 8:22 am    Post subject: Reply with quote

As far as I can tell, this is what happens:

1. Hero fights a battle and loses
2. When screen goes back to 'not battle' mode, the hero is still in the party, thus the hero's (x,y) = party leader (x,y)
3. At some point before the next battle, the hero must be swapped out of the party, and three persons swapped in. However, the hero should still be visible onscreen, now as an NPC (since he is no longer in the party).

The problem I'm seeing is that if you just place an NPC copy of the hero where the hero is currently standing, then we have NPC Hero (x,y) = party leader (x,y), and then when the three persons are swapped in, one of them will be the new party leader. This will place them on the same tile that the hero NPC is standing on.
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My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161

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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Thu Apr 19, 2007 9:30 pm    Post subject: Some more explanations Reply with quote

msw188 and then The MadCacti cleverly noticed that

Quote:

If the hero is the leader, his NPC will be overlapped by the incoming
persons

In fact I think this overlap problem is the reason of my post;

On his post of April 18th Msw188 asked

Quote:

1. Why not just use the fade technique, if there is a battle occuring at this moment?
2. How should the three mysterious persons enter? Should they just appear? Walk in from offscreen?
3. What should hero(me) do in the meantime? Should he lay on the floor dead? Should he move out of the way while the three mysterious persons fight the enemy?
4. What should happen after the battle?


1) Yes the fade technique is fine as long as nothing can be noticed on the playscreen
2)The three mysterious personns are npcs that have been created outside the player view and then enter normally the cutscene zone.
3) The hero who have been beaten lay on the floor exhausted
4) After the battle the hero is healed by the mysterious personn and find his place as main hero (hero 0/ hero (me))

Could somoene post an example that combines hero swapping and screen fading in the correct way?

"Et voilà" That 's all for today! As always thanks for answering so quickly!
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PostPosted: Fri Apr 20, 2007 5:49 am    Post subject: Reply with quote

Ok, you can can use fading, then that's the easiest way.
Now, if I remember correctly you have 1 tick after a battle before the screen fades back in. Here's something I think will work:

Code:
fade screen out (60, 60, 60)
wait (1)
add hero (hero:stranger 1)
add hero (hero:stranger 2)
add hero (hero:stranger 3)
swap out hero (hero:main hero)

fight formation (battle number)

swap in hero (hero:main hero)
swap out hero (hero:stranger 1)
swap out hero (hero:stranger 2)
swap out hero (hero:stranger 3)
#move the main hero into the first slot in the party
#this might be important to your scripts, and affects position in battle
swap by position (0, find hero (hero:main hero))


You'll of course need to lock the strangers if the player can access the Team menu - if they can do that, you should also be careful, the main hero may not always be in slot 0!
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bis_senchi




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PostPosted: Sun Apr 22, 2007 11:22 pm    Post subject: Another stupid question Reply with quote

Ok! I've made some tests and the first part is ok. The white flash is a bit longer than usual but the hero:stranger1 are in the party and can battle. Hurra!

The only little problem that left is hero out of battle's grafics. I have a copy of hero stranger1 but anyway... I just have to change its outside battle grafics and it will be perfect!

My next question will be "how do I make a god use of the wait hero command?"

Could somoene teach me about that?
As always thanks for keeping answering me so quickly!
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PostPosted: Mon Apr 23, 2007 12:19 am    Post subject: Re: Another stupid question Reply with quote

bis_senchi wrote:
My next question will be "how do I make a god use of the wait hero command?"

Could somoene teach me about that?


I don't really know what you're asking. I can only tell you what 'plot:wait for hero' does: it pauses your script while the specified hero is moving. Just about the only time you ever use it is when moving heroes with 'plot:walk hero', 'plot:walk hero to x' and 'plot:walk hero to y'
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msw188




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PostPosted: Mon Apr 23, 2007 6:08 am    Post subject: Reply with quote

As for changing hero graphics, we have the commands "set hero picture" and "set hero palette". I'm not sure what problem you're encountering, however. If you are momentarily seeing the mysterious persons in the party after the battle but before they are swapped out (which I don't think you should as long as the swapping commands are right after the fight formation command, and there is NO AFTER BATTLE SCRIPT on this map), it may benefit you to have the mysterious persons use an empty picture for their walkabout graphic.

If neither that nor the Mad Cacti's advice helps you, could you please explain a little more what the problem is?
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Tue Apr 24, 2007 12:08 am    Post subject: Reply with quote

Sorry once more for not asking a precise question. The wait command I was thinking about is the command

Code:

wait for hero (me)


The mad Cacti wrote

Quote:

It pauses your script while the specified hero is moving

Could somoene confirm that the wait for hero command shall be used only to be sure that the hero is not moving anymore and make the script going on? If so shall we use it with walk hero to X/ walk hero to Y?

msw188 wrote
Quote:

I'm not sure what problem you're encountering, however. If you are momentarily seeing the mysterious persons.


I have no problems! It was just speaking about some details to embetter my script!
As always, thanks for the help!
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PostPosted: Tue Apr 24, 2007 5:11 pm    Post subject: Reply with quote

Yes. For example you might have a piece of scripting like this:

Code:
walk hero (me, up, 5)
wait for hero (me)
walk hero (me, left, 3)
wait for hero (me)
show text box (73)


The script would pause until the hero has finished a walk command before giving the next command. Otherwise it would happen all at once (and the hero would walk diagonally, I believe)
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bis_senchi




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PostPosted: Tue Apr 24, 2007 10:43 pm    Post subject: Let's see if I understood well Reply with quote

Let me sum up to see if I have understood well. If we take the example
posted above :

Code:

walk hero (me, up, 5)
wait for hero (me)
walk hero (me, left, 3)
wait for hero (me)


and transform it into

Code:

walk hero to X(me, herox+ 5)
wait for hero (me)
walk hero  to Y(me, heroY--3)
wait for hero (me)


Could somoene confirm that if in both cases, if we cancel the wait commands the hero is going to walk diagonally??

Anyway, thanks a million for explanations!
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TwinHamster
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Joined: 07 Mar 2004
Posts: 1352

PostPosted: Wed Apr 25, 2007 7:16 am    Post subject: Reply with quote

For your hero to walk diagonally, you would only need one 'wait for hero' command, placed after both walk heroes.

Code:
walk hero to X(me, herox(me)+ 5)
walk hero  to Y(me, heroY(me)--3)
wait for hero (me)
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Fri Apr 27, 2007 5:11 pm    Post subject: Reply with quote

That's what tought!

Code:

# hero starts to walk diagonally

walk hero to X(me, herox(me)+ 5)
walk hero  to Y(me, heroY(me)--3)
wait for hero (me)



Thanks you very TwinHamster for confirmation!
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