Event help!

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Falconerguy

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So, I am very new to RPG Maker. I purchased RPG Maker VX Ace two days ago during the Steam Summer Sale. I kind of have the jist of most things but I am having trouble with a few things regarding events.

1. How would you go about map transitions? I've looked into different scripts that connect the maps and everything, thats great, but now my autorun events run when I don't want them to. So, running back to the main point, I have tried running a line of transfer events along the side of the map screen that transfer to the corresponding map, but that is time consuming and doesnt work that well. What I would really like is to keep my connected maps, but have some sort of system where when you pass a certain point, it triggers an event that never happens again, like how my autorun events ran before I connected my maps.

2. How would I only have something activate after a quest or the like has been accepted/started. I have a quest set up in my game, but I don't see any way that the player can't just go do the quest without accepting it, thus creating a bug/glitch/confusion. Mainly what I am looking for here, is certain maps/ areas that aren't accessible until after a quest has started, utilizing some switch/self-switch system.

3. Not really an eventing question, but in other peoples games made with this fine program, I am seeing an actors name appearing above text said by them, in my own game, I am not seeing that. I have no idea if these are a script or just something I am missing.
 

Andar

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1) that is rather problematic for several reasons, so another question first: why do you not make the map bigger, if it should cover a larger area?

That way you don't need that many transfer events.

2) you conditon the later events to switches, and then they will only appear if those switches are set by other events. You can edit the transfer events to block movement to another map until the conditions are met (either switches or key items in inventory or a lot of other possibilities.

For example, if a quest is to collect something then the event of that something is either invisible or doesn't allow collecting until the other event set the switch "quest XY accepted" to ON.

3) You'll need a script to get a namebox. That function is usually included in most of the advanced messaging scripts

Since you're starting with the program, I suggest reading this:

http://forums.rpgmakerweb.com/index.php?/topic/14727-a-starting-point-for-new-users-v05/

It also contains links to the most important tutorials and how to best learn handling RPGM.
 

Falconerguy

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Thank you very much. The reason I didn't originally make the map bigger was to have the autorun events I had work when a certain area was in view. EX. I start on a beach and an autorun event triggers text. I walk down into the next map via  transfer events and in the new map, a house is visible. an autorun event triggers a text sequence regarding the house, but if I had a big map containing two autorun events they would both run simultaneously and thats a problem because the player can't see the house yet. This is the biggest problem i'm facing ATM. Do you have any ideas on how I could remedy this?
 

GrandmaDeb

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Hi FalconerGuy. Instead of a line of events to leave a map, you can set up a "pinch point" so that the player is directed to a single tile and have the transfer there.

If you are ready for more complex stuff, you can have a region id set up on your map edge and have a transfer occur when you hit the region.

If you  would like to see some good tutorials for the very early days of Ace use, I have a list in my signature.

You can learn how to activate quests in my Eventing tutorial if you like. There is a post linked about Event triggers which talks about autorun events also.

Good luck!
 
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Celianna

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Thank you very much. The reason I didn't originally make the map bigger was to have the autorun events I had work when a certain area was in view. EX. I start on a beach and an autorun event triggers text. I walk down into the next map via  transfer events and in the new map, a house is visible. an autorun event triggers a text sequence regarding the house, but if I had a big map containing two autorun events they would both run simultaneously and thats a problem because the player can't see the house yet. This is the biggest problem i'm facing ATM. Do you have any ideas on how I could remedy this?
Have the player walk over an event that will trigger the text (player touch) instead of an autorun. Place the event (or copy and paste it in other places) in a clever spot where you know the player will have to walk over to reach that destination.
 

Falconerguy

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thank you Celianna, I finally have that issue figured out. Now I am just having trouble with the map. Any suggestions?
 

Celianna

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Not quite sure what you wanted to achieve in the first place. What are you stuck on?
 

Falconerguy

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Well, I am trying to figure out smooth map transitions. A way to transport to a different map without having the tedious placement of transfer tiles, because that doesn't even work that well.
 

Celianna

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That's the only way to transfer the player to a different map though; using the transfer command.


If you mean you don't want to line up a bunch of events on the edge of the map, just to transfer the player to the same spot you can:


1. Cleverly create a path that leads to the next map, and only have the player transfer if they're on that path.


2. Use a region ID to paint along the side of the map, and have a common event running on parallel process that checks if the player is on that region iD. If they are, transfer them over.


Option 2 is too advanced for you right now, so I suggest option 1: just make it seem like there's only one way to enter that map using the tileset. (here is an example; you can only enter that map from 3 points, the left side, the bottom and the door of the building)
 
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Falconerguy

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Option 1 sounds like a great idea, but My map is like 5 times larger than that, though I would like it to be that size compared to my sprites. Right now they are like many times larger than the trees. How would I get the scaling like it is in that picture
 

Celianna

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I think you're using the overworld tiles if your trees are smaller than your character :D


Go to your map, right click its name, go to map properties, and at the tileset select the exterior one.


Also, in that screenshot, those tiles are my own. You can find the link to it in my sig.
 
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Falconerguy

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thank you! (Also, I like the hylian shield in tileset D)
 

Celianna

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Guess this is all worked out then.


This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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