Telepathy.

Started by RoseSkye, March 23, 2009, 03:11:56 pm

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RoseSkye

March 23, 2009, 03:11:56 pm Last Edit: March 23, 2009, 04:08:47 pm by RoseSkye
:O HURRR?

Eventers Guide to Telekinesis.

This system will allow you to control enemies or other NPC's.

First make a Common Event. I named mine Telekinesis you could name yours George and it'll still do the same thing.
This is to be made a Parallel Process.

You: Couldn't it just be made a call event and it'll still be..
Rose:*Ahem* You're free to play around with it as often as you like.. whatever.


No interruptions after this line.
----------------------------------

After you make your common event assign a switch that you wish to use to call it. I'll name it "Tele 1" This switch must be on whenever you wish to use telekinesis.

First make a State. Name it Controlled.

Now for the inner guts of the Tele event.

Legend:
Switch [????:(insert name here)] <- ???? = Switch number
[Actor] = Your player

Telepathy Common Event: ShowHide

@>Conditional Branch: Switch [????:Position] == ON
@>Conditional Branch: [Actor] is [Telekinesis] learned
  @>Conditional Branch: [Actor] is [Controlled] inflicted
   @>Conditional Branch: Switch [????:Don't Start] == ON
    @>Conditional Branch: Timer 0 min 1 sec or less
       @>Control Switches: [????: Controlling] = OFF
       @>
       :  Else
       @>Control Switches: [????: Controlling] = ON
       @>Change State: [Actor], - [Controlled]
       @>
       : Branch End
      @>
     : Else
       @>Control Switches: [????: Controlling] = Off
       @>
      : Else
        @>Control Timer: Startup (? min. ?? sec.)
        @>Control Switches: [????: Controlling] = ON
        @>Change State: [Actor], - [Controlled]
        @>
          : Branch End
         @>
        : Branch End
       @>
      : Branch End
     @>
    : Branch End
   @>
  : Branch End
@>


*Wheeze* *Wheeze* .. Frick man that's alot of typing. *sigh*... Now for the second common event.

This common event will be named Controlled. It's trigger set to none.

Here comes the inner guts in your face

Controlled Common Event: ShowHide
@>Conditional Branch: Switch [????: Position] = ON
  @>Change State: [Actor], + [Controlled]
  @>
: Else
  @>Play SE: '007-System07', 80, 60
  @>Change Text Options: Top, Hide
  @>Text: Not in proper position!
  @>Change Text Options: Top, Show
  @>
: Branch End
@>

*Out of Breath* Whew.. now we're done... with the common events.

Now make a Skill and name it Telekinesis. This skill will call your "Controlled" Common Event.
If you're using an ABS (which this will be most effective in) set the Skill's Occasion to only in battle. It shouldn't matter which Target it is to be used on but to be safe choose "One Enemy". Enter your Actors and Make Dummy Actors for as many NPC's you'll control as needed.

Hit Apply and then Okay to exit out your Database. You's be done wif it dawg.

Now this is for those who wish to use visuals in the game. (To those who are lazy just make an event with no graphic)
Make an event and check these options: Stop Animation, Through, Directional Fix

Now set the Movement Route to Custom and enter this while checking "Repeat Action".
[Spoiler]$>Change Opacity: 75
$> Wait: 4 frame(s)
$> Change Opacity: 50
$> Wait: 4 frame(s)
$> Change Opacity: 75
$> Wait: 4 frame(s)
$> Change Opacity: 120
$> Wait: 4 frame(s)
$>


[Telekinesis on Non-Battle Maps]
Now set the Graphic to whatever Graphic the character that uses Telepathy uses.
This will shadow image your event to seem like it's flashing.
---------------------------------------------------

Now for the Innards of the Event.

Spoiler: ShowHide
@>Set Move Route: Player
:                 : $> Turn Up
@>Control Switches: [????: Position] = ON
@>


Copy and Paste this event page to make a second event page. Now set the Switch to [????: Position] and turn off the Stop Animation. Leave the Custom Movement as is and hit Apply + Ok.

Make a new event page on an existing NPC that you wish to control with the same graphic. Check both switches and assign [????: Controlling] and [????: Position]. Change the Trigger to Autorun and the Speed and Frequency to Highest + Fastest. Goes without saying that the Movement should be Fixed.. unless you like NPC's on crack zooming around your map.

now for the innards of the event
Spoiler: ShowHide
@>Change Screen Color Tone: (-255, -255, -255, 0) @20
@> Wait 20 frame(s)
@>Set Event Location: This Event, (X, Y) #Set it somewhere that the player can't see
@>Change Party Member: Remove [Actor]
@>Change Party Member: Add [Dummy NPC Actor]
@>Transfer Player: [Same Map where NPC is], (???,???), [Same Direction npc facing]
@>Memorize BGM/BGS #This is only if you want to make it seem more ominous
@>Play BGS: '017-Creature01', 80, 150 #This is only if you want to make it seem more ominous
@>Change Screen Color Tone: (????, ????, ????, ????) #Whatever you like.
@>Control Switches: [????: Go] = On
@>


Now hit new page in the event and set the switch to [????: Go] and the Trigger to "Action Button". Hit Apply and Close the Event Screen.

This my friend is the final Event to be made. You're almost done FWESH!

Make a new event. Set the Switch to [????: Go] now, set the trigger to parallel process and the speed/frequency to highest/fastest.

Protip. The frames waited must be the same amount of time set for the timer.
Spoiler: ShowHide
@>Wait [Insert number of frames] frame(s)
@>Change Screen Color Tone: (-255,-255,-255,0), @20
@>Wait: 20 frames.
@>Control Switches: [????: Controlling] = Off
@>Control Switches: [????: Go] = Off
@>Restore BGM/BGS
@>Control Timer: Stop
@>Change Party Member: Remove [Dummy Actor]
@>Change Party Member: Add [Actor]
@>Change Screen Color Tone: (Whatever you like), @20
@>Transfer Player: [On the shadow Image event of the Player], [Direction the Player was facing]
@>


Now to prevent the player from accessing Telekinesis wherever they want you must surround the shadow image event with events that turn off the Switch "[????: Position]". These Events must be "Event Touch".

After you do all of that. Congrats.. you're psychic.

RoseSkye

Reserved for ABS portion.

(Map portion is fully usable now)

Aqua

Mmm looks good...
I'd suggest you fixing the broken color codes and not using colors that are so glaring... @.@

Also, screenshots of either the event code or what happens in game would be nice. :)

RoseSkye

March 23, 2009, 03:58:47 pm #3 Last Edit: March 23, 2009, 04:02:28 pm by RoseSkye