Event Errors in a Room

Cipher001

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I'm working on a puzzle themed game. When you enter a door, an event might trigger, locking the doors and starting an event, you might have things to interact with in that room, and when you do something, a certain event should be disabled. Right now, when I enter a room, the events pictured as the laser doors should appear after I take a step forward. When I first enter the room, a balloon event should show up on the character's head, but never after re-entering the room. There is an event that triggers when I enter the room, creating an animation and tileset change to damage floors after a few seconds (I can do this fairly well, but I can't get it to turn off). There will be a few events pictured as a control module that you can activate to disable the animation and switch back to a normal tileset as well as one open capsule image that can be pressed to turn transparent for a few seconds before turning off the animation linked to the damage floor tileset off. Here's what I have for reference. It's been driving me batty. Sometimes things will work, then just not happen at all. How can I make an event where the following things happen in order:

  • Exclamation point
  • Gas Animation (I used pollen)
  • Step forward

    Doors lock

[*]IF press capsule 

  • Go transparent for 5 seconds, gas event turns off, transparent off

[*]IF press control module

  • Switches image to module with screens on

[*]If press on that module that is on

  • Shows a list of events

    Security

    Turn off gas
  • If gas already off

    Say gas is already off


[*]Something

[*]Something

[*]Something



[*]Be able to go to each space tiles that were covered by doors and transfer player to another map

  • Never show exclamation point again if entering that same map, for this case Trap Room001




I would immensely appreciate some advice here. Every time I get close to fixing something, another thing breaks. Thanks in advance if you are willing to help. 

View attachment RPG Maker Support Pics.docx
 

Sekunri

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The way you worded this with the word "might" makes me wonder if you're looking for a conditional branch at the start of this.


Your support document has a lot of events that I don't know what they do so I'll answer what I can without referring to it I'm sorry. Also due to not knowing your knowledge on the matter I will avoid scripting entirely.


When I first enter the room, a balloon event should show up on the character's head, but never after re-entering the room.


This requires an Event on with the Trigger "Autorun" on the first page.


@> Show Balloon Icon : Player, Exclamation


@> Turn Self Switch A On.


Then on the event's Page 2 make sure that it's not on Autorun or Parallel Process and have it's Condition set to Self Switch A is On. This should keep the event from happening again after the first time you enter the room.


Right now, when I enter a room, the events pictured as the laser doors should appear after I take a step forward.


Have an event set to "Below Player" with the Trigger "Player Touch" on the first page.


@> Turn Switch[#]: Close Trap Room Doors On.


@> Turn Self Switch A On. 


Only turn on the Self Switch if like in the previous event you only want this to happen once. Then like in the previous event make a second page with the same condition, otherwise each time you step on this specific tile the doors will close.


Also if this is the event that would change tilesets and animations go ahead and add that to this page.


Each Door should have the opened doors on page 1. Page 2 should have the closed door image and the condition :: Switch[#]: Close Trap Room Doors ON. This will ensure they all close the moment you step on the Player Touch tile.


The event that turns the doors off should have the


@> Turn Switch[#]: Close Trap Room Doors Off. This will open all doors at once.


** If you would rather have different doors open to different commands use different switches per door.


IF press capsule 

  • Go transparent for 5 seconds, gas event turns off, transparent off

Have the capsule event trigger on "Action Button".


@> : Change Opacity: 0, Wait until Completion


@> Turn Switch[#]: Gas Event Off              // Assuming you had one on.


@>  Change Opacity: 255, Wait until Completion


The Opacity event is in the set movement command for events.


IF press control module

  • Switches image to module with screens on

Since you are using 4 images for the offline module use a switch. I'd call it Module On.


Set the events you want to trigger to "Action Button".


The Buttons events that will trigger this (I assume the two lower ones) should have the following.


@> Turn Switch[#]: Module On ON


Then have a second page on each of the events where the image is the on version of the module. The Condition on each of those events is Switch[#] Module On is ON


If press on that module that is on

  • Shows a list of events


    Security


    Turn off gas
  • If gas already off

    Say gas is already off




Have the module event trigger on "Action Button"


@> Show Text: (whatever you want here to explain to the player what they see)


@> Show Choices: Turn Off Gas, Leave


   > When Turn Off Gas:


     @> If: Self Switch A is On


         @> Show Text : Gas is already off.


     @> Else:


         @> Turn Self Switch A ON


     @> End


   > Leave


      @>


   > End


If and Else are the conditional branch command if you were unaware where to find those.


I think I got everything. That's surprisingly a lot more than I thought it would be.
 
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Cipher001

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Thanks a ton! This was really helpful. Alas, my inexperience still reigns supreme, and I messed something up and still can't seem to fix it. Right now, the laser doors flicker on, then disappear. The event is still there -- you can't walk past it -- but the laser door image shows for a second and disappears. I apologize if I input something from your advice incorrectly. I'm still getting used to this and all. I linked the screen shots again -- this time there's  a lot less chaos, thanks to you. 

View attachment RPG Maker Support Pics.docx
 

Cipher001

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I know this is a rudimentary knowledge question, but I'm just two weeks into programming games and I need all the help I can get, especially when almighty Google doesn't help. In addition to the problem stated above, now when I access the control module and exit on the first blurb of text, instead of doing nothing it always says the blurb about Failsafe locations. If anyone could tell me why that's the case and how to fix it, I would be eternally appreciative. View attachment For RPG Support.docx
 

YoraeRasante

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for the first, there is apparently a page set as same level as same priority as character that is being set active.


for the second, you may be using the same switches?


 It is really hard to know what to say here with so few info...
 

Cipher001

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What can I do to provide sufficient information? 
 

Shaz

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screenshots


Use Alt + Printscreen to get just the (whole) event window, then post them up to pastebin and copy the links into your thread.
 

Dad3353

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@Cipher001... I'm afraid that my comment will be maybe less helpful. Having read through (and downloaded...) several of you recent posts, I'd like to respectfully suggest that you're biting off more than you can chew. Two weeks into any programme of the likes of RPG is very little, and, despite your obvious enthusiasm, too short a time, in my humble opinion, to embark on a Project of the complexity shown. I'd suggest that, to get a decent result in the shortest time, your best bet would be to lay aside this Project and instead spend the next few weeks, maybe months, going through the Tutorials, creating as you go much more modest Projects, all the while gaining precious experience in this wonderful product. Sorry to seem pessimistic (that's not my usual style...), but I honestly believe it best serves you to be blunt. Your questions are fine, but the objectives you've apparently set yourself are complex. I may be wrong, of course (indeed, I'd hope to be..!). No malice intended, and good luck with your Project, in any case.
 

Cipher001

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@Cipher001... I'm afraid that my comment will be maybe less helpful. Having read through (and downloaded...) several of you recent posts, I'd like to respectfully suggest that you're biting off more than you can chew. Two weeks into any programme of the likes of RPG is very little, and, despite your obvious enthusiasm, too short a time, in my humble opinion, to embark on a Project of the complexity shown. I'd suggest that, to get a decent result in the shortest time, your best bet would be to lay aside this Project and instead spend the next few weeks, maybe months, going through the Tutorials, creating as you go much more modest Projects, all the while gaining precious experience in this wonderful product. Sorry to seem pessimistic (that's not my usual style...), but I honestly believe it best serves you to be blunt. Your questions are fine, but the objectives you've apparently set yourself are complex. I may be wrong, of course (indeed, I'd hope to be..!). No malice intended, and good luck with your Project, in any case.
I appreciate your concern. It's something I've been dwelling on as well. I acknowledge that I am working on an ambitious project for a complete novice such as myself, but I have been through approximately 100 hours of tutorials as well. I've been to Youtubers, I've been to SumRndmDde's fantastic beginner's tutorial series. I've googled every variation of ______ rpg mv there is. And there's still a lot more that I have to learn. If you can direct me to some more sources that I could benefit from, I would be greatly appreciative. That being said, I learn from experience. I have to be at my computer, plugging in code after code, trying to see what's wrong, then looking for help if I can't do it on my own. I won't grow if I can't challenge myself, but I can't learn without people teaching me what I'm doing wrong. This site will probably see many more posts with the tag "Novice" from me in time to come, but with every piece of advice, I get one step closer to becoming someone who is no longer inexperienced and can perhaps help out another person with the "novice" tag. 
 

bgillisp

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You probably missed this one as it is under ACE, but the ideas are the same as they are for MV.


That being said, the problem you are running into is due to not using variables and switches well. We usually suggest taking a month or so, working through the tutorial I posted, and going from there.
 

Sekunri

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Sorry Cipher I was busy working on a plugin this weekend. Didn't really check the progress of your topic.


From what I see in  the image you sent your doors lack the condition check box with the Switch Laser Doors Close = ON on page 2 NOT page 1 like you have them setup.


Also Page 1 on the doors should be set as Below Actors so you can walk over it when its not active.


Also you don't need to put it on Parallel its fine on Action Button in both pages since another event will be handling the switch.


----------------------------


Overview


----------------------------


Door Event


Page 1.


NO image.


NO events.


NO conditions.
Set Below Actor.

Page 2.


Laser Door Image.


NO events.


Condition check box for Switches [Close Laser Door] is ON.


Set Same as Actor.
 
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