Event pages cancelling each other?

JasperCraft

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Sorry if this is in the wrong place or has been answered already, I can't seem to find anything. I'm having trouble with the action button page of one of my events cancelling out the player touch page of the same event.
Basically, I have it set so that standing on the event moves an arrow over a specific area, and pressing the action button gives the option to enter the area. My problem is that if a player then decides not to enter the area, it won't go back to the player touch event and the arrow no longer moves. Should I be doing something with switches maybe? I'm not sure how to get it to work how I want.
 

Andar

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we need to see screenshots of your event to see what happens, but most likely you got mixed up with page priority.

only one page can be active, and if the conditions for two different pages are all true, then the page with the higher page number always has the higher priority.
 

JasperCraft

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we need to see screenshots of your event to see what happens, but most likely you got mixed up with page priority.

only one page can be active, and if the conditions for two different pages are all true, then the page with the higher page number always has the higher priority.
I keep getting error messages when I try to upload screenshots, it's probably my terrible internet connection. Do you mean it should go to page 1 first and so on, or vice versa? I have the player touch one as page one, should it be page 2?
 

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Screenshot (4).png Screenshot (1).png

Got the screenshots to upload. This is what my event looks like right now.
 

Andar

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OK, what you're completely missing here is the conditions which are empty on both page.
that will result in the second page always active and the first page never active.

And what to place where depends on what you want - you can't have both.
So which one of the two triggers do you want active?
 

JasperCraft

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OK, what you're completely missing here is the conditions which are empty on both page.
that will result in the second page always active and the first page never active.

And what to place where depends on what you want - you can't have both.
So which one of the two triggers do you want active?
I think my problem is I need something that would allow both things to happen. I need both the arrow to move when the player hits the arrow keys and for the option to appear when they hit enter. Is there a way to manage that?
 

Andar

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no, not without scripts to reconfigure the event engine.
a lot of functions in the entire engine are based on page priority (for example the switch off of autoruns would not work if not for page priority and the fact that only one page can be active), so any script that implements changes here will risk breaking a lot of other engine functions.

I think it is best you go one step back and explain to us what you want to do (ingame terms) instead of how you want to do it (programming functions).
There are usually ways to do almost anything as long as you work with the engine instead of against it.
 

JasperCraft

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no, not without scripts to reconfigure the event engine.
a lot of functions in the entire engine are based on page priority (for example the switch off of autoruns would not work if not for page priority and the fact that only one page can be active), so any script that implements changes here will risk breaking a lot of other engine functions.

I think it is best you go one step back and explain to us what you want to do (ingame terms) instead of how you want to do it (programming functions).
There are usually ways to do almost anything as long as you work with the engine instead of against it.
Ok. I've basically got it set so that there's a series of doors, and the selected door needs to have an arrow over it. The arrow moves with the arrow keys, and pressing the action button selects that door so that the player can enter that area. The doors are on a parallax background because the setting I've designed is pretty large and the sprites are all really tiny. I just need a way to move the arrow selection while also having the option to select the door.
 

Andar

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and what does the player do in that time?
if that is nothing then the best way would be to disable followers and change the player sprite to that of the cursor, and then surround each door with four events for a total of five. the door event itself would be the single page on action button, the events around the door would be on player touch and move the player/cursor to the next door in that direction by targeted move route.
 

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and what does the player do in that time?
if that is nothing then the best way would be to disable followers and change the player sprite to that of the cursor, and then surround each door with four events for a total of five. the door event itself would be the single page on action button, the events around the door would be on player touch and move the player/cursor to the next door in that direction by targeted move route.
I was thinking of doing that, but the arrow I was using had a stepping animation to make it bob up and down and I don't think I can keep that if it's the player graphic, since as far as I can tell there isn't an idle option for the player sprite.
 

Andar

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you can activate the stepping animation for the player by move route command targeted on the player.
just don't forget to disable it the same way when changing the player back to regular sprite
 

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