Behavior help, sitting event

Astaomenaka

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I want to create a sitting event, where if the player goes up to a bench, chair, sofa, ect. It triggers a behavior where the character sits down, I'm having trouble getting the event to work, I've tried putting it as a player touch event that just jumped to the sitting sprite but then there was no way to get out of sitting. I would like to be able to just use the action button to have them stand back up and be in control of the sprite again, I'm not sure how to do this. I'm using rpgmaker vxace. And my sprites are larger than xp size.
 

Shaz

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I've moved this thread to VX Ace Support. Please be sure to post your threads in the correct forum next time. Thank you.
 

Andar

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Please show a screenshot of the event you have so far, and please list what the player should be able to do while sitting.


Without knowing the details we can't exactly help.


My first idea would be to make it an autorun (player control is disabled during autorun) with a loop checking for button pressed. But that only works if you want everything for the player disable while he sits.
 

Astaomenaka

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I've moved this thread to VX Ace Support. Please be sure to post your threads in the correct forum next time. Thank you.
Thank you, this was my first forum post so I wasn't sure where exactly to post this.
 

Astaomenaka

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Heres some screen shots.



page 2



I got this far, I just don't know how to proceed, or if the flaw is in the first part itself. My head logic says it should be simple, but to actually do it, I don't know. I'd like it to be a functioning event, not just something used by npc's and cutscenes, to add more environment.
 
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Heirukichi

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Well, I am not sure of what I am telling you since I did not test it but, that said, I suggest you to try this:

1) Set the 1st event page with Priority "Same as Characters" and Trigger "Action Button".

2) Set the 2nd event page tiwh Priority "Below Characters" and Trigger "Action Button" (here I am pretty sure Parallel process will be fine as well). 2nd page condition should be "Self Switch A is ON".

3) When the event is triggered you should do these things (using the following order):

  • Change Actor Graphic to a sitting sprite (you probably want to fade out the screen and fade it in later to not show a character sitting on the floor, this is a matter of taste);
  • Turn Self Switch A ON;
  • Set a Move Route for the player to move character sprite on the chair (you can move on it since when you turn the switch on it changes to "below characters" priority).
4) When the second event is triggered you should do this:

  • Set a Move Route for the player to move it on a free space (as in the previous event you probably want to fade out the screen);
  • Change Actor Graphic to its previous sprite (now you can fade in the screen);
  • Turn Self Switch A OFF so the event can start from the beginning when triggered.

Of course this is not the only way. You can also set the 1st Event Page to "Below Characters" Priority and "Player Touch" Trigger. In this case your 1st event should only change Actor Graphic to a sitting one and turn the character toward the desired position. After that you could turn Self Switch A ON and go to the 2nd event page.

Anyway I guess Parallel Process for the 2nd event page is better (for both options). This way you can check character position and turn it back normal as soon as he moves from the chair. With "Action Button" you could have a sitting character walking around if the player decides to move without pressing the action button. You could use 2 different variables to save character position, when they are different from event X and Y then you turn the player sprite back to normal.

I hope this helps you (and ofc I hope it works since it is all theory based).

Anyway, there was no reason for a double post. You could have just edited your first post adding all the screenshots.
 
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Astaomenaka

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Thank you so much Heirukichi, I will try this method out, if it works then yay! If not, well, I'll keep trying and working with it until it does, at least you have a solid process theorized. Further than I got anyway ^^.
 

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