by ValturNaa » Wed Mar 25, 2015 8:30 pm
And my theory about continuing dialogue is correct. To make a character speak twice, just add another dialogue command. I'm not sure yet how he made dialogue pause in the middle. When you add a new dialogue box it starts printing from the beginning, even if the text is the same. I suspect it has to do with the many flags he uses in the script, which do not appear in text.
I have also figured out by comparing with Humbird's game how to make items disappear when picked up, and not get picked up again. The sprite's "appearance flag" has to contain no spaces in order to be commanded in the variable menu. This also means the items need unique IDs (I have tested, and with the same ID both objects disappear simultaneously), which is probably why Humbird used !pallet_item_1 and similar for his flags. So, in order to fix the pokeballs and fan art objects in the playground map, I changed their appearance flags to !storage_item_1 and !storage_item_2. Change the last variable command to match this name, minus the !, and press the No Updates button to get Update Sprite Flags. Without all of these steps, the action doesn't work. This appears to make the object invisible plus removing its collision box, so using the set_visible command at the beginning as he does is purely cosmetic.
I'm not mad. I'm only forty and eighty percent crazy, and that's split between two personalities, which makes me almost half sane.