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like 'chief moves right one' then 'player moves right one' and so forth to "follow"
but if you want the party member to 'follow' as well, isnt the party member automatically trailing behind the main player anyway?
I tried something on my own, but apparently, when you relaunch the game, the party member is just standing there.
A second solution would be to create an event and have it set to be blank until you get to the point in the cutscene where you want the follower to 'appear'. Have the event under where the MC will be standing, then have a switch turn on that triggers the hidden event's second page, which looks like the follower. Use a move route to have it 'jump' out of the MC's space and turn to face them. Have your conversation and then have the follower jump back into the MC's tile and flip another switch or self switch to make it go to another blank page and disappear.
At that point you can turn party followers on and move around until you don't need that visual anymore and then turn them off again.
Well i understand that part, but its stuck on a point where after he's done talking...the event then repeats itself even though i have a control self switch on. Also i think something is wrong with it now. Everytime the event activates...the male party member's sprite changes to a female sprite repeatedly as if its glitched. And he's the only party member in the game so far
Okay, is the party member in your group? If they're not, then they won't be following.
If the party member isn't in a group and you have an NPC event standing there, then you'll have to move that with the Main Character (MC) in your cutscene.
So when your cutscene starts (which should be an Autorun event), you just need to use the Set Move Route command to tell that NPC event to move. Make sure you have Wait Until Complete unchecked so that it will move simultaneous with the Set Move Route that you are using for your MC (you can have your MC's move route box checked, just through in your Show Text commands in amongst each Set Move Route as you go.
For example, if the NPC party follower is one tile to the left of the player and you want them to talk to each other, then move up two tiles and then talk to each other again, it would look like this:
Set Move Route (NPC event); Turn Right. [Wait until Complete unchecked]
Set Move Route (player); Turn Left [Wait until Complete checked]
*Now they're looking at each other*
Show Text (NPC): 'That's the guy we should talk to, right there.'
Show Text (Player): "Okay, let's get closer."
Set Move Route (NPC): Move Up, Move Up, Turn Right [Wait unchecked]
Set Move Route (player): Move Up, Move Up, Turn Left [Wait checked]
*They should have moved up two tiles and turned to face each other, you might need to adjust the speed of the NPC event for this, since Players tend to go a tiny bit faster.*
Show Text (NPC): "Oh, I almost forgot. Don't stare at his hat. He tends to hang people who annoy him.
At the end of the Autorun event, use CONTROL SELF-SWITCH A to ON and create a second page that is blank with the run condition in the upper left corner set to appear when Self-Switch A is ON (or you could use a global switch).