[RMVX ACE] EVENTS RUNNUNG WITHOUT CONDITIONS MET.
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I have an event that starts as an unlit urn with a text stating that I need something to light it with(Page 1). I then acquire a candle to light it. Page 2 has a condition that I have the candle and turns on a switch that the candle has been used, still with the unlit urn graphic. Page 3 has the condition that the candle has been used and shows the burning urn graphic.
When I first use action button on urn, it lights and goes out when I use action button, again ( I do not have the candle at this point). It does run the text at the same time. I just can't figure why the urn lights when the condition to do so has not been met. I'm sure I am missing something. Thanks

When I first use action button on urn, it lights and goes out when I use action button, again ( I do not have the candle at this point). It does run the text at the same time. I just can't figure why the urn lights when the condition to do so has not been met. I'm sure I am missing something. Thanks



It's because in the second page you need to substract the candle from the player's inventory in order for that event page's trigger not to exist anymore, otherwise you still have a candle and so the condition for the second page still triggers. Events trigger in the priority of the order of their pages, so the third page of your event won't work because the second page's condition, which comes first and thus has priority, is still activating.
In any case, I think you can do this urn thing with just two pages.
Here's how I would personally do it:
If you want it to be permanent between rooms, this is what the event would look like:

This does the same thing your event does but in two pages, let me explain from top to bottom what's happening in there, but first take a look at the bottom left corner, in the Options I disabled the walking animation (since we don't need it when the urn won't move, and if it moves like if you need a character to "push" it, we don't want it switching graphics when it moves), I also turned Direction Fix on, so that you can talk to the urn from any direction without the urn changing graphics in order to "face" you.
Now, the events. From top to bottom:
First, there is a conditional branch checking if you have the candle in your inventory. If you have it, a message saying "Logan used the candle" will show up, after you discard the message, the Fire1 sound effect will play, and then, I remove the candle from the player's inventory. You maybe don't want to do this, so just don't add this one if you want to make the candle a permanent inventory item. Lastly I turn it's self switch A on. Then below that, is the "else" state of the conditional branch that checks if you have the candle. This is, what happens when you DON'T have the candle in the first place. I put a text window that says "I need something to light this thing!", which will show up if you don't have the candle.
Then, in a second page, you do this:

Notice that in the options, the stepping animation and direction fix are on for this page, and the walking animation is also off. This is to make sure the fire is animated (the stepping animation is basically telling the event to "walk in place", while the walking animation only animates the event when it is moving to another tile. It's a bit confusing but you get used to it.), and that the graphic won't change when we talk to it from different sides.
The reason we use a self switch instead of the normal switches, it's because if you have more than one urn, they'll need their own individual switches, otherwise all the urns would turn on when you light just one. Using a switch slot for every urn would be a drag, so we use Self switches. These are four personal switches (from A to D) that every event has, and they'll be active only for THOSE events. It makes it perfect to activate switches that belong to a single event.
In any case, I think you can do this urn thing with just two pages.
Here's how I would personally do it:
If you want it to be permanent between rooms, this is what the event would look like:

This does the same thing your event does but in two pages, let me explain from top to bottom what's happening in there, but first take a look at the bottom left corner, in the Options I disabled the walking animation (since we don't need it when the urn won't move, and if it moves like if you need a character to "push" it, we don't want it switching graphics when it moves), I also turned Direction Fix on, so that you can talk to the urn from any direction without the urn changing graphics in order to "face" you.
Now, the events. From top to bottom:
First, there is a conditional branch checking if you have the candle in your inventory. If you have it, a message saying "Logan used the candle" will show up, after you discard the message, the Fire1 sound effect will play, and then, I remove the candle from the player's inventory. You maybe don't want to do this, so just don't add this one if you want to make the candle a permanent inventory item. Lastly I turn it's self switch A on. Then below that, is the "else" state of the conditional branch that checks if you have the candle. This is, what happens when you DON'T have the candle in the first place. I put a text window that says "I need something to light this thing!", which will show up if you don't have the candle.
Then, in a second page, you do this:

Notice that in the options, the stepping animation and direction fix are on for this page, and the walking animation is also off. This is to make sure the fire is animated (the stepping animation is basically telling the event to "walk in place", while the walking animation only animates the event when it is moving to another tile. It's a bit confusing but you get used to it.), and that the graphic won't change when we talk to it from different sides.
The reason we use a self switch instead of the normal switches, it's because if you have more than one urn, they'll need their own individual switches, otherwise all the urns would turn on when you light just one. Using a switch slot for every urn would be a drag, so we use Self switches. These are four personal switches (from A to D) that every event has, and they'll be active only for THOSE events. It makes it perfect to activate switches that belong to a single event.
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