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PostPosted: December 25th, 2005, 6:06 am 
Rank 2: Eager White Mage Rank 2: Eager White Mage
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Here is a new one:

I have a character hiding behind a door. Not the best hiding place, but nobody could find her (it's a comedy game so this works).

I found that you could talk to her through the wall outside the door and through the door as well.

Naturally, this had to be overcome.

I placed a desk in the hallway to keep you from being able to talk through the wall, but needed something to keep you from being able to talk through the door. It could not be an object or you would not be able to pass.

So, out of desperation, I put a blank invisible event (set to touch with no script) next to her. This is enough to keep her from answering.

I replaced the desk with a blank event and it worked just fine (and uncluttered the hall).

I also had 2 people at a bar blocking the barkeeper because I do not use the default shops and had to block access to the default barkeep.

I put blank events beind them and on their side and now they completely ignore the player character. They do not even turn to face you if you press X while standing right next to them.

This could come in handy if you want to use one of those weirdly colored models to indicate petrification. Now you can place a non-moving and non-responsive character!

This was a big deal for me.

I hope somebody else likes the thought.

Peace.

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PostPosted: December 25th, 2005, 11:44 am 
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That sounds very handy! I'll probably use this in my game. I'm gonna give this a sticky. Thanks, Rodak. :D

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PostPosted: December 31st, 2005, 12:24 am 
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And, as I discovered, invisible events will block your exit from a house when placed in front of a door. This was agitating at first, but overcome with a Q&A touch branch with a "Go Outside?". Then a warp outside when yes was selected.

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PostPosted: March 20th, 2006, 9:16 pm 
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Can't you perform a similar thing by creating a "party direction" condition?


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