About a door, an NPC and an interrupted entering

SakuraMiya

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In my story, the MC is about to open a door (after agreeing to a "yes/no" option) when a NPC walks towards the MC in an attempt to stop her, but the MC enters anyway. What I'm supposed to do (to make the NPC walk towards the MC, everything else works fine)? Do I have to trigger a switch or am I complicating too much and only have to use that event?
 

shiny_mudkip7

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I'm not sure if I grasp the exact details of your desired result, but I'm guessing that you want your MC to walk to the tile in front of the door, then have the NPC walk forward and say something to them (or push them perhaps?), then have the player move through the door.  If so...


Set the Tile in front of the door to "Event Touch." When your MC reaches the tile, the event will activate.


Then, Select "Set Event Location" (Tab 2) to wherever you want the NPC to come from. I would make sure it's offscreen so the NPC doesn't appear from thin air.


Activate Self-Switch A


Then, start on the next tab of the event.  Make sure the checkbox on click "self switch A is ON"


In this event page, change the event graphic to the graphic of the NPC.


The event should be "Autorun."


Set the NPC move route to the space you wish it to go (Next to the actor?  In front of the actor? etc.)


Then, type the text you wish the NPC to say.  If the NPC is in the character's way, make sure you set the move route again to get it out of the way.


Insert MC's witty retort if applicable.


Next, put Self Switch B On.


Make a new tab.  Make sure the checkbox on click "self switch B is ON" and that you change the switch letter to B, as it will automatically set to A.


Next, change the character's move route so that they move onto the door space and arrive in the next room (insert door sound effects if you want; you can find most of this in the quick event door script).  Change the trigger to "Autorun."  If the player is farther than one tile from the door, alter the move route as necessary.


Finally, put self switch C on at the end of this.  Open the tab and paste nothing into it to make sure the cutscene stays over.


...or at least, that's how I would do it.


Hope this helped!
 
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Linard

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What is MC by the way?


Do you set the THROUGH to ON of the door? so the NPC will enter or pass through that door?
 

shiny_mudkip7

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Lol I'm assuming MC is Main Character


I think the OP wanted the NPC to walk up to the MC from outside, not out of the building.  Through wouldn't have to be on for that (but if they wanted the NPC to walk OUT of the building then yes, through would have to be on).


Edit: If by NPC you meant the main character then yes, through would have to be turned on and then off at the beginning and end of move route.  Sorry I left that out thanks for the correction!
 
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SakuraMiya

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The problem is not the door. Everything else works fine. The door, the yes/NO switch and all.  The problem is that there's a YES/NO switch for opening the door, and in case the MC says yes, the NPC appears. And I can't make the NPC appear. There's a screenshot just in case.


(It's in Spanish, btw)


000000.PNG
 
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shiny_mudkip7

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Luckily I can read Spanish haha


There is a much simpler way to do this than I first stated:


Events can set the move route of other events easily.  Simply make a new event for the NPC and set the move route of it in the event page.  I would still suggest making the event from a blank tile in front of the door.  If the event only happens once, you can turn on a self switch that disables the event and makes the door a normal door again.  If it doesn't, you can not. However, if you wish, you could run this all from the door's event page; it would just be unnecessarily complex. 


I think this article would be very helpful to you- it was for me!


http://blog.rpgmakerweb.com/tips-and-tricks/events-arent-npcs/
 

SakuraMiya

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What an irony. I've saw that link before but never knew it would help me.


Anyway, I opened the source and activated the "Set Event Location", which is what I needed for the NPC to move. Thanks a lot. 
 

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