[RMVX ACE] PLEASE... HELP ME (WITH IMAGES)

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So I'm making my first game, and the maps I've created this far are kinda gorgeous so now I'm placing events and things to do so the game doesn't look too flat. Well, when I say "I'm placing events and things to do" I mean I did manage to add a bee that follows you when you have small potions with you and deal you -5 damage...


(Yeah my game is in portuguese, but you guys get the point right?)

So then I started something more complex:

When you get out of your house theres a kid waiting for you with a message and an item that he gives to you and then walk alway to another place where he stops and displays another message when you talk to him. Here's how it looks:


(Page 01 of the event)


(Page 02 of the event (I erased the new message for accident, sorry)

This is the solution the forums told me to do (turn a local swith ON inside the first part of the event and then add a blank second page with the condition switch A to ON) but it isn't working! The kid simply disappears after the dialog.

Beforehand he walked alway to the spot I picked and then the game stopped responding (probably looping).

So, what am I doing wrong?

Also, if is not asking too much: I read a lot of tutorials about day/night shiffiting but none made any sense, but I guess I'm not ready for that complex scripiting am I?


SunflowerGames
The most beautiful user on RMN!
13323

I want to get this right, since I can't read your editor.

1) Kid is outside of house. He talks to you automatically? (or do you need to go up to him.)

2) After the kid talks to you he walks away. He can later be found at another location. (Is this location visible at he first scene?)

3) The kid is only available to talk at the new location after the first event has happened.

You need to use a control switch, don't use a self switch.
After the kid walks away and is off screen, control switch his ass to a blank page.
This control switch can also be used to turn on the kid in his new area.

Note: Self switches can only deal with one Event ID - ie. the one it's on.
You cannot use self switches to turn on or off events at other locations without using some sort of script calls, don't do this.

Save yourself some time a trouble and always use Control Switches.

Edit:

I also have a video tutorial on how to use autorun events that might cover some of your eventing questions.
OHHHH I get it, so self switches can only be used when the event stays near your "range of vision", for something that moves offscreen I need global switches?

So using global switches i can do the same thing I did in this? Making sure switch is turned on at the end of his walking and then a blank page and then another page with action button and the phrase he is supposed to say after he walks away?

PS: thanks for the help!
Correction:

page 1: autorun
(talk talk talk) + (gives item) + (talk talk talk) + walks away + turn global switch ON

page 2: action buton
blank
condition switch used in page 1 is ON

page 3:
talk
condition switch used in page 1 is ON

did I get it right?
SunflowerGames
The most beautiful user on RMN!
13323

The autorun run event is a invisible event that is separate from all other running events.

The autorun event can run player's movement, show text, and tell NPCs when to move using control switches (As long as the other events are parallel processes.) I think my tutorial covers this pretty well.

http://rpgmaker.net/tutorials/1034/

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