In Inventory tag weirdness
Moderators: marionline, SDHawk
In Inventory tag weirdness
In the dungeon area I'm working on, there are some objects that can be taken and stored as inventory items. I set a tag for "if in inventory" and then set the object NPC to only appear if that tag is off. It works as intended when the player is asked "do you want to take this?" and Yes is answered: the NPC disappears while an appropriate item is added to inventory.
But disposing of the item (i.e. removing it from inventory) doesn't cause the NPC to reappear... Which makes me think either that autoset tag isn't being set to off, or something else is going on where the NPC conditional isn't being checked. Is this a bug or is there something I'm missing here?
But disposing of the item (i.e. removing it from inventory) doesn't cause the NPC to reappear... Which makes me think either that autoset tag isn't being set to off, or something else is going on where the NPC conditional isn't being checked. Is this a bug or is there something I'm missing here?
Awesome. I think I may go a different route, though, because I got the "item respawn" (basically, the in inventory tag being autoset back to off) thing to work by interacting with a different object. But the object NPC spawns as a regular walkabout, not a walktall one, which certainly looks off because it's just a placeholder. So I might work with something else, like an autorun script that checks tags and spawns an appropriate NPC on map entry.
- sheamkennedy
- Liquid Metal Slime
- Posts: 1110
- Joined: Mon Sep 16, 2013 9:29 pm
- Location: Tama-shi, Tokyo, Japan
- Contact:
If you are creating (spawning) new NPCs or new Heroes join your party they will automatically be shown as the small placeholder sprites. Be sure to run your "walktall" script right after a new NPC or Hero is added to the map. The "walktall" script has to re-update so that any new sprites are also changed to tall sprites. In my own game when I want a smaller NPCs like a chest, I draw it as a walktall sprite but only use the bottom half of the drawing area to illustrate it so once "walktall" is run, the chest will still appear shorter than the characters.Foxley wrote:Awesome. I think I may go a different route, though, because I got the "item respawn" (basically, the in inventory tag being autoset back to off) thing to work by interacting with a different object. But the object NPC spawns as a regular walkabout, not a walktall one, which certainly looks off because it's just a placeholder. So I might work with something else, like an autorun script that checks tags and spawns an appropriate NPC on map entry.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
â� C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
â� C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
I think I'm gonna figure out a way to have the objects respawn on map re-entry instead of immediately, that way it gets included in the map autorun scripts. It would also occur offscreen, which I think would be better than it potentially appearing out of nowhere in a room the player is in.
Barring that I might just make the items undroppable and unsellable and use a script to remove extra unneeded objects from inventory after the area is completed.
After this, I'll have half of the scripts done for this area!
Barring that I might just make the items undroppable and unsellable and use a script to remove extra unneeded objects from inventory after the area is completed.
After this, I'll have half of the scripts done for this area!
- sheamkennedy
- Liquid Metal Slime
- Posts: 1110
- Joined: Mon Sep 16, 2013 9:29 pm
- Location: Tama-shi, Tokyo, Japan
- Contact:
Nice! You should make a video or something when your done. I'd like to see this!
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
â� C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
â� C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases