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Excuse me, i was just wondering if it was possible to make it so that any events you have activated will still carry over if you return to the room. For example, i have some encounters setup, but if someone returns to the room, it resets them, and i was just wondering if there was something i could do to stop that from happened.
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
Yes, that is what switches do. You turn them on after the event, and then you give the event a second page that has that switch as a condition. If you want the event to do nothing after it's run once, the second page should do nothing. If you want the event to do something else after it's run once, the second page should do that something else.
Hmm....well the thing is, is that i have it set so that the encounter dons;t repeat and a message is displayed indefinitly, but that changes for some reason when the player leaves the room and comes back, does the second page directly affect that? or is there something elts i need to do? I already have a swtich to turn it off, and it works until they leave the map, and then come back, am i doing something wrong?
Which version of RPG Maker are you using? I'm not sure how different the versions are but this should generally be how its done in each of them:

At the end of your event, add in a command to activate a switch. Pick any switch number you like and give it a random name you'll be able to identify (mine are usually like "door_opened," "monster_dead," "Bob_joined," etc). Then add a second page to the event and give it the condition that the switch you made has to be on. This way, the first page of the event activates the switch at the end, then after that the second page of the event will always be active (unless you mess with the switch later) which means that the original set of actions won't happen.

If you already know this and did it that way, then you'll need to be a bit more specific with what the problem is and how you set everything up. Screenshots of your event pages might help too. Hope that helps.
I'm using 2003, and im not haveing a problem useing the switches, i don't think so at least. The event works for what i want it to do, just it doesn't continue to do it only after the player leaves the map. http://i1063.photobucket.com/albums/t513/FurryFan16/MyEvent.png If that image works, that is what my event looks like. it generally works like "they kill the monster" and the event works, no problems at all, the message is displayed and everything works. But after they leave the map, and then come back, it resets, and i was wondering if there was something i could do about that.
Hm, I never tried using branches like that... try remaking the event like this. It's VX Ace but the setup is basically the same thing:



In this image I have no condition on for the event on page 1 to happen, meaning it will automatically take place when activated. I then have a few random actions listed where you would put yours at. At the end is an action to turn on a switch.

(If you need page one to have a condition, it should still work anyway)



The second image here is page 2 of the event. The condition for it is that the switch that was just turned on has to be on. There are no actions listed, so nothing happens even if the blank event is activated somehow.

I think I see what you were trying to do, but try it this way and see if it works.
Ok...well now it doesn't do anything at all XD
I honestly don't think there was any real problem with my script, i just need to find out how to stop it from restarting when the map is left. I don't have problems with this unless the map is left, do you think im missing something? or is it something i simply can't do?
I just did some testing, and one script i wrote a little bit differently doesn't have this problem. Im gonna rewrite a few of the others and see what happens.
Ok i got it working now, thanks alot for the help, for some reason flipping the off and on commands made the diffrence.
I think the issue might have been with having the event turn on with the zombie switch. If the zombie switch is turned off, the event won't run, but the inner event only runs when the zombie switch is off, so you were telling the event to run only when the switch was on, but in that case, it couldn't run the content because, well, the switch was on, not off.
yeah i think that was the problem, i managed to fix it now though, thanks again for your help, though i have a noob question if you guys don't mind x3.
How exactly do i make an event "phantom" or whatever the phrase that is commonly used. I have some events i want my character to be able to walk over, like the texture is, and activate them with the action button, for some reason this isn't happening.
Set the event layer to below hero and the activation/trigger condition to action. That should work.
When i do that the placement of the event seems off, anything i can do about it?
Hmm, nvm, was just standing akwardly XD
thanks alot for all your help, i think ill be ok for a while now X3
If you need any more help, just ask. ^.^
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