*EVENT OVER MULTIPLE TILES??*
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When you create an event on a single tile, is there a way to "draw" the event over a larger span of tiles? For example: I'm trying to make the right-hand side of a map teleport you elsewhere... The map is about 100 tiles long. Do I have to go click for click on each tile to teleport to the same place, or can I stretch the event to the length of 100 tiles considering all 100 tiles will teleport you to the same place? Basically, I need a long line of events that do the exact same thing. Do I really have to copy and paste each event (or enable a common event to each 100 times), or is there a quicker way? Thanks!
You can do this a few ways - the first (and easiest) is to copy and paste a teleport event to each spot.
Now, if you're using Ace, you can assign a region to one teleport area and have a parallel process check to see what region number you're on. If you are on the number you assigned to the (let's say) south teleport, have it teleport to that area. Have a different numbered one for (let's say) the eastern one - so one region number per teleporting area.
Now, if you're using 2k3, 2k, XP or VX you can do a parallel process that checks the heroes x and y variables, and if they reach a certain number then teleport.
How you handle it will probably depend on which maker you're using. So, uh, which are you using? (This is why putting in what maker you use in the OP is helpful.)
Now, if you're using Ace, you can assign a region to one teleport area and have a parallel process check to see what region number you're on. If you are on the number you assigned to the (let's say) south teleport, have it teleport to that area. Have a different numbered one for (let's say) the eastern one - so one region number per teleporting area.
Now, if you're using 2k3, 2k, XP or VX you can do a parallel process that checks the heroes x and y variables, and if they reach a certain number then teleport.
How you handle it will probably depend on which maker you're using. So, uh, which are you using? (This is why putting in what maker you use in the OP is helpful.)
Thanks Liberty! I think the parallel process that detects x,y values is exactly what I need. If I can make it (let's say) 0-100 that would be perfect. I am using RPG Maker 2003...
*BIGGER QUESTION*
- Man... I really just need to figure out how to TEMPORARILY turn events off. Almost all of what I want do involves this.. Like talking to a person - and after they've said the first thing ONE SINGLE TIME - making it so that they say a different response for an extended period of time. Like this:
"I hate you, don't talk to me" - 1st Message.
"..." - 2nd message.
What I need to figure out is how to make the SECOND MESSAGE appear repeatedly (for a certain amount of minutes etc), and then go back to message one. Can you please help me with this?? Same goes for items in chests etc.. Like empty for a little while, then full again.. Thanks Liberty or whoever can answer!!
*BIGGER QUESTION*
- Man... I really just need to figure out how to TEMPORARILY turn events off. Almost all of what I want do involves this.. Like talking to a person - and after they've said the first thing ONE SINGLE TIME - making it so that they say a different response for an extended period of time. Like this:
"I hate you, don't talk to me" - 1st Message.
"..." - 2nd message.
What I need to figure out is how to make the SECOND MESSAGE appear repeatedly (for a certain amount of minutes etc), and then go back to message one. Can you please help me with this?? Same goes for items in chests etc.. Like empty for a little while, then full again.. Thanks Liberty or whoever can answer!!
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
In RPG Maker 2003 you can only have two timers running at a time, so you can't make a timer for every event. Closest you can get is to make a single timer that resets everything at once every few minutes, but this isn't ideal since it could possibly reset a chest or NPC 1 second after you first checked it. I'd recommend basing the reset on something else like walking across 10 maps, getting in 5 random battles, or staying at the inn.
You can make another timer, but it involves a lot of messing around with variables. Instead I'd recommend one of two things.
The first - instead of making it an actual TIMED thing, have it based on story progression or even sleeping at an inn, like LockeZ suggested. So if someone sleeps at the inn, turn off the switch that got turned on when you pissed that character off OR when you reach a certain part of the story, turn the same switch off.
The second is fiddly and I really recommend you go with the Inn thing instead, but here it is: Make a timer using variables. You create a variable named 'Person xtime' (you'll need a new one for each person you want to be reset) and have it become a Common Event, set to Parallel Process and turned on when that switch is on.
Now have it add one point to the variable every time a certain wait is reached (1 wait is 1 second). Have a conditional branch set to check whenever the amount you want is done. When it hits that amount, turn off the switch, set the variable to 0 and it should work.
The problem with this is that you'd need one for each time you want to reset someone's speech, and too many lags the game to death. So, yeah, I recommend the Inn/Sleep option. ^.^
The first - instead of making it an actual TIMED thing, have it based on story progression or even sleeping at an inn, like LockeZ suggested. So if someone sleeps at the inn, turn off the switch that got turned on when you pissed that character off OR when you reach a certain part of the story, turn the same switch off.
The second is fiddly and I really recommend you go with the Inn thing instead, but here it is: Make a timer using variables. You create a variable named 'Person xtime' (you'll need a new one for each person you want to be reset) and have it become a Common Event, set to Parallel Process and turned on when that switch is on.
Now have it add one point to the variable every time a certain wait is reached (1 wait is 1 second). Have a conditional branch set to check whenever the amount you want is done. When it hits that amount, turn off the switch, set the variable to 0 and it should work.
The problem with this is that you'd need one for each time you want to reset someone's speech, and too many lags the game to death. So, yeah, I recommend the Inn/Sleep option. ^.^
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
OK here's another somewhat saner method
NPC Bobbybill event: Page 1
Condition: none
Action: Say normal message, then set the variable NPC-bobbybill equal to 8.
NPC Bobbybill event: Page 2
Condition: The variable NPC-bobbybill is at least 1.
Action: Say annoyed message.
Repeat for each NPC. Give each NPC their own variable.
Chest in the goblin cave event: Page 1
Condition: none
Action: Give the player a mid-potion, then set the variable Chest-goblincave equal to 8.
Chest in the goblin cave event: Page 2
Condition: The variable Chest-goblincave is at least 1.
Action: Tell the player "Chest is empty."
Repeat for each chest. Give each chest its own variable.
Common event: Reset events over time.
Condition: None.
Type: Parallel process.
Actions:
What this does is make each event "reset" between 4 and 5 minutes after the player triggered it. The event's variable is set to 16 when the player first interacts with it. After an amount of time somewhere between 1 second and 1 minute, the timer runs out and it's divided by 2, and so the variable becomes 8. Then one minute later, it's divided by 2 again and becomes 4. After another minute it's divided again and becomes 2. Then after another minute it becomes 1. Then after another minute it becomes 0 (because 1/2 is rounded down to 0). Once it's at 0, the NPC or chest event uses its first page again.
The reason for using division instead of subtraction is so that it stops going down once it gets to 0. You could do that other ways, like checking each variable before reducing it and only reducing variables that are greater than 0, but this way is less work.
If you want an event to reset after 6 minutes instead of 5, set that event's variable to 32 instead of 16. If you want it to reset after 7 minutes, set it to 64. If you want it to reset after 8 minutes, set it to 128. Etc.
NPC Bobbybill event: Page 1
Condition: none
Action: Say normal message, then set the variable NPC-bobbybill equal to 8.
NPC Bobbybill event: Page 2
Condition: The variable NPC-bobbybill is at least 1.
Action: Say annoyed message.
Repeat for each NPC. Give each NPC their own variable.
Chest in the goblin cave event: Page 1
Condition: none
Action: Give the player a mid-potion, then set the variable Chest-goblincave equal to 8.
Chest in the goblin cave event: Page 2
Condition: The variable Chest-goblincave is at least 1.
Action: Tell the player "Chest is empty."
Repeat for each chest. Give each chest its own variable.
Common event: Reset events over time.
Condition: None.
Type: Parallel process.
Actions:
Set variable EventResettingTimer equal to Timer 1 seconds remaining
Conditional branch: If variable EventResettingTimer is equal to 0
variable Chest-goblincave: divide by 2
variable NPC-Bobbybill: divide by 2
(repeat for every variable)
Timer operations: Set Timer 1 to one minute. Hide timer.
end conditional branch
What this does is make each event "reset" between 4 and 5 minutes after the player triggered it. The event's variable is set to 16 when the player first interacts with it. After an amount of time somewhere between 1 second and 1 minute, the timer runs out and it's divided by 2, and so the variable becomes 8. Then one minute later, it's divided by 2 again and becomes 4. After another minute it's divided again and becomes 2. Then after another minute it becomes 1. Then after another minute it becomes 0 (because 1/2 is rounded down to 0). Once it's at 0, the NPC or chest event uses its first page again.
The reason for using division instead of subtraction is so that it stops going down once it gets to 0. You could do that other ways, like checking each variable before reducing it and only reducing variables that are greater than 0, but this way is less work.
If you want an event to reset after 6 minutes instead of 5, set that event's variable to 32 instead of 16. If you want it to reset after 7 minutes, set it to 64. If you want it to reset after 8 minutes, set it to 128. Etc.
*How do I make a switch STAY off? Liberty, your switch method seems simple - and I can achieve this if I can make the switch stay OFF until an inn is slept in etc... Thanks!
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
Switches don't change unless something changes them. If you turn them off they stay off until you turn them on. At which point they stay on until you turn them off.
author=Liberty
The first - instead of making it an actual TIMED thing, have it based on story progression or even sleeping at an inn, like LockeZ suggested. So if someone sleeps at the inn, turn off the switch that got turned on when you pissed that character off OR when you reach a certain part of the story, turn the same switch off.
*Ok. When a chest is ON, I have the character getting random loot. I achieved this by creating a variable and setting it to "random". When the chest is OFF, I have it set to "empty..."
The problem is, if you touch the chest again - it's back on. I've tried hiding the chest - and although I can get the chest to disappear when the switch OFF, I cant enable another object/tile to turn it back ON?? This is my problem now...
1. Chest is on giving random loot.
2. Chest is off and says "empty".
3. However, even when I make the chest disappear and try to activate it with something else (containing the chest switch going back to ON), it doesn't turn it back on... ?
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
Not sure you understand how switches work:
1) All switches start in the off position at the beginning of the game
2) You open a chest. Page 1 of the event activates by default. You get an item, and a switch is turned on.
3) Page 2 of the chest event has that switch as a condition. So, when the switch is on, the chest event will use page 2 instead of page 1. Page 2 doesn't give you an item, it just says "Empty." And page 2 probably has the graphic of an opened chest instead of a closed chest like page 1.
4) When sleeping at an inn, the switch is turned back off. This resets the chest.
There is no need to move or hide the chest.
1) All switches start in the off position at the beginning of the game
2) You open a chest. Page 1 of the event activates by default. You get an item, and a switch is turned on.
3) Page 2 of the chest event has that switch as a condition. So, when the switch is on, the chest event will use page 2 instead of page 1. Page 2 doesn't give you an item, it just says "Empty." And page 2 probably has the graphic of an opened chest instead of a closed chest like page 1.
4) When sleeping at an inn, the switch is turned back off. This resets the chest.
There is no need to move or hide the chest.
author=Liberty
You can do this a few ways - the first (and easiest) is to copy and paste a teleport event to each spot.
Now, if you're using Ace, you can assign a region to one teleport area and have a parallel process check to see what region number you're on. If you are on the number you assigned to the (let's say) south teleport, have it teleport to that area. Have a different numbered one for (let's say) the eastern one - so one region number per teleporting area.
Now, if you're using 2k3, 2k, XP or VX you can do a parallel process that checks the heroes x and y variables, and if they reach a certain number then teleport.
How you handle it will probably depend on which maker you're using. So, uh, which are you using? (This is why putting in what maker you use in the OP is helpful.)
The x/y variable is definitely worth looking at. I had a screen with about 300+ tiles, and it began to lag even for simple processes. (Just to satisfy curiosity, it was a giant no-repeat step puzzle where you had to walk every block once) You could have 100 events, or just one that says check character X/Y if character is greater than 12, and Y is between two numbers (or no y at all, if you want any number), teleport.
author=LockeZ
4) When sleeping at an inn, the switch is turned back off. This resets the chest.
*I'm so close LockeZ, but my issue is this: what's the point of having an INN reset the switch if simply touching/activating the object resets the switch as well?? I can program an INN to reset the switch - but the thing is, I don't know how to make the object stay ON until an INN turns it back off... No matter how much I try to leave the event on ("empty") - all a player has to do is touch the object twice to respawn the loot etc...
UPDATE: I've now made it so a chest/other things can be reset with a switch! BUT - how I don't see how you guys can have several chests give loot - then kick back OFF with the same switch?? Because once the first chest you check turns the switch on - the other chests will be on and "empty" as well.. I need to make it so each chest stays off until you get the loot - turn ON when you get the loot - then reset to off together..
UPDATE AGAIN: FINAL THOUGHTS AND QUESTIONS
- Ok. I've figured out how to make one single switch turn numerous chests back off - but the only way I could achieve this was by making new switches for every single chest. For example:
Chest 1 = Turns on... (empty)
Chest 2 - Turns on... (empty)
Chest 3 = Turns on... (empty)
SWITCH 1 = Turns chest 1 off, chest 2 off, chest 3 off
*But the problem is, I have sooo many boxes and chests I want to give loot in randomly... Are you telling me I have make a new independent switch for every single thing so that the behavior is independent - and then turned back off with one switch later? I thought I had read RPG Maker can only have a limited number of switches.. but I don't want to limit my game to a handful of chests/things to check because it's consuming all the switches...
Hope that makes sense? Yes, one switch can turn all of the others back off... But all of the others need an "on" individually - otherwise they all turn on together...
- Ok. I've figured out how to make one single switch turn numerous chests back off - but the only way I could achieve this was by making new switches for every single chest. For example:
Chest 1 = Turns on... (empty)
Chest 2 - Turns on... (empty)
Chest 3 = Turns on... (empty)
SWITCH 1 = Turns chest 1 off, chest 2 off, chest 3 off
*But the problem is, I have sooo many boxes and chests I want to give loot in randomly... Are you telling me I have make a new independent switch for every single thing so that the behavior is independent - and then turned back off with one switch later? I thought I had read RPG Maker can only have a limited number of switches.. but I don't want to limit my game to a handful of chests/things to check because it's consuming all the switches...
Hope that makes sense? Yes, one switch can turn all of the others back off... But all of the others need an "on" individually - otherwise they all turn on together...
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
Uh yes you need one switch for each NPC, and one switch for each chest. That is how logic works. Doing one thing and doing a different thing aren't kept track of by the same flag.
Read a switches tutorial bro
You can have up to one million switches I think? Something like that. You won't run out.
Either my way or Liberty's way will absolutely work if you actually just do what it says, instead of also doing whatever nonsense you mistakenly think you should also do.
Read a switches tutorial bro
You can have up to one million switches I think? Something like that. You won't run out.
Either my way or Liberty's way will absolutely work if you actually just do what it says, instead of also doing whatever nonsense you mistakenly think you should also do.
LockeZ, Liberty - thank you so much for all of your help. The problem with every single switch tutorial I read was - they were far too simple. They were the absolute basics of on/off and didn't cover the concept of what I was trying to do... As you said in your first reply to me LockeZ, it "actually wasn't simple at all!"
*I'm well on my now of making every chest, barrel etc active and replenishing. Thank you so much guys... It the switches are nearly unlimited, I'll never struggle with this problem again. I'm sure I'll have other questions down the road, but for now - thank you!
*I'm well on my now of making every chest, barrel etc active and replenishing. Thank you so much guys... It the switches are nearly unlimited, I'll never struggle with this problem again. I'm sure I'll have other questions down the road, but for now - thank you!
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