AREA ID STORED IN A VARIABLE?

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I should probably guess this was already posted before (I haven't seen a tutorial to do this for any engine yet) but in A Twist of Fate the overworld music would depend on what area you would be in. (Such as the PMD: Sky Tower theme on a snow continent, Seiken Densetsu 3: Meridian Child in a grass land) However, I see nothing in the database that says something like "Memorize Area ID". I would to a touch even thing where the music would change, but I'm too lazy for that. So does anyone have a method of doing so?
You could do it with Terrain ID recognition I guess. If one continent is full of snow tiles only, have a Parallel Process event play the snow music. You might also make tile duplicates in your tileset in order to have different musics play on different areas that have the same terrain type.
Yep its possible to store a map, X, Y or a terrain in a variable. Not the same variable.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
You do it with the Modify Variables event command. Or Variable Actions, or whatever it is called in whichever version of RPG Maker you're using.

Edit: wait, by area, you don't mean map, you mean those subregions you can create that have their own monster groups. OK, yeah, you can't put that in a variable. But you can put the player's X/Y coordinates in a variable and check them with a bunch of branching cases.
Solitayre
Circumstance penalty for being the bard.
18257
Probably the easiest way to do it is to have a touch event change the music when you enter the region with specific music. You can use chokepoints to make this more viable. Having a parallel process constantly monitoring the player's coordinates could generate a lot of slowdown or other problems.
author=Solitayre
Probably the easiest way to do it is to have a touch event change the music when you enter the region with specific music. You can use chokepoints to make this more viable. Having a parallel process constantly monitoring the player's coordinates could generate a lot of slowdown or other problems.


That's probably the easiest way.......
But do I have to do the the X & Y coordinates thing if say I wanted the continent's theme to play when you land in it on the airship or boat/skiff?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Yeah, if you have an airship you pretty much have to do the X/Y coordinates thing. Make sure the entire parallel process is in a conditional branch to make sure you're not riding a vehicle. You don't want the music to change if the player's in the airship. (Unless maybe you do. In which case don't put the check.)

I don't predict any slowdown, actually. Probably less slowdown than putting 300 events all over the map to do it the other way!
If you have to, put a Wait: 0.0 second at the end of the parallel process. That should help a bit with slowdown
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