MULTIPLE EVENTS - INTERACTION? VX

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Howdy again folks, so heres what I need to know how to do!

- The scene is simple, Your character is sent upstairs to find somone.
- That somone is a event ALREADY, that is set to move randomly.

so heres what I need to happen.

-When you go upstairs to see him after being given your quest, three Guards appear. Those guards run to the man your supposed to be run into.

- When you catch up, they begin conversation, some small fight scene, and then man is taken into custody by the guards, and they leave.

- A lady appears from the opposite end following the guards leave, explaining to me the man was a threat. and the story continues.

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Heres How I think i can make it work.

1. When given the quest, the quest is to give the man an Item. so your given say, a cloth or whatever, to give the man upstairs.

2. the man upstairs is on a random move route, but under the condition that you have that cloth, a self switch is activated to cause him to NOT move.

3. a Parralel event is under effect that follows if you have the cloth. As soon as you run upstairs the event runs now that you have the cloth.

4. the processing events, are the three guards. they appear, and they run to the man who is sitting still as of now.

5. After the guas yell at the man, there needs to be a fight scene...I would assume creating move roues and event movement , thjrough the parrelel events.

but is there a way to cause an event to activate, because of another event?
Like, after the guards speak, a self switch is activated to start the next event page, which starts a fight between them. when its over, somthing happens to cause the lady to appear....does it just have to be another movement route inside the parrelel event forcing a new event to move?

if thats the case, how would I create, an event to self switch, through another events process?

Example.

EV001 - "hi tom"
Event ends -

EV002 - Event EV001 ended,
self switch A
(new page) - Move route 3 spaces left.
"Howd you know it was me?!"

haha lame example, but you get it, right?...well hopefully. :)

Thanks for NAY feedback in advance :3 :3 :3
Use a regular Switch to indicate a state in one event, and have another event respond to that state.
One 'faux pas' I see is a common mistake. Trying to coordinate many events by putting the commands that correspond to each event within each event.
For a cutscene, it's usually a good practice to control the entire cutscene from a single event. Since there is no user interaction in a cut-scene, each individual event does not need a control mechanism, at least for the duration of the cut-scene.

Check out this demo... http://hbgames.org/user_files/rockwell_cutscene.exe

To keep track of the "Quest", I used a variable instead of a switch because the quest has more than 2 conditions: 0-don't know about the quest, 1-received quest, 2-completed task (in this case, failed), 3-received reward.

In the event downstairs, I have a page for each condition, but I only set condition 1 & 3 here. condition 2 gets set upstairs.

Upstairs, I queue up the guards & girl (offscreen by using a black tile with the 'star' passage set so it hides the events).
Notice the guards have no event commands.
The girl has one event command for interaction after the cut-scene.
The entire cut-scene is controlled from the man. Page 1, if you speak to him before receiving the quest. Page 2 is the cut-scene after your quest variable == 1. It even includes the girls dialog.

I did just notice one little bug. If you go upstairs before getting the quest & talk to the wall where the girl is, she speaks. How would you prevent that?

The move routes could probably be choreographed a little better by breaking each series of movements into smaller movements & overlapping them more. It takes some experimenting to make sure the events don't run into each other causing the move route to not complete.

I'm sure you can do a better job mapping. I'm not very familiar with the tilesets in VX, so I was winging it.

Be Well
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