Event System Support (expert users only)

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BlindMatsura

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looks like a few loops that could be solved with a case statement too bad it isnt Visual Basic(although rgss3 and VB do look similar)
 

Falados

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ok this is probably alot easier than i am making it out to be but i'm stumped, i'm making a fight cut scene in a bar between a mage and a fighter

and it worked a little bit but stuff keeps repeating and its all jumbled up, i need help with this, i have it set so that each event on each character

triggers off the last event page through switches, kinda hard to explain but i have all the screen shots below in order that they activate! thanks

http://i1067.photobucket.com/albums/u438/falados1/barfightactivates.png

http://i1067.photobucket.com/albums/u438/falados1/barfight2.png

http://i1067.photobucket.com/albums/u438/falados1/barfight3.png

http://i1067.photobucket.com/albums/u438/falados1/barfight4.png

http://i1067.photobucket.com/albums/u438/falados1/finalfight.png
 

Falados

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cuz i thought i would have to do multiple to make the actions of jumping back and forth to simulate battle with each different graphic

so i figured to make it all run right it had to be in seperate graphic events.. as i said i'm probably making it harder than it has to be

so if you prefer i do it in 1 event then that would be great but then i wasnt sure if i could get the jumping actions to coordinate right...
 

Lunarea

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You can coordinate everything via one event. If you want two events to jump, for example, all you have to do is set the jumping via Set Move Route. The first event should have "Wait for Completion" unchecked, and you can check it for the second event. :)
 

Falados

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huh? i dont get it, cuz how can you make multiple graphics do things in 1 event when you can only have 1 graphic per event...

could you take what i have and maybe fix it and show me how it should be or something? in 1 event or multiple i dont care

as long as it works lol...
 

Celianna

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You can create blank events for all the graphics you want, but you only need one event to control them. That's what Luna is saying.
 

RyanA

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Falados, I've just made up a simple battle vent using 3 events. One is the mage, one is the warrior and one is the event that controls them. Apart from their graphics, the mage and warrior are empty. Here is a screenshot of the event controlling them. Both of the movement routes have 'wait for completion' unchecked and the event itself is parralel process, so it will repeat all the time without having anything trigger it.

 

Falados

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ok great thanks, but i'm still confused, i know you can have as many empty graphics displaying a charater on the screen as you want but that dont mean that the event will tie them to it.. for instance if i have the mage and warrior empty then how does it know to make them jump back like they were hit, cant make a graphic move if its just an empty graphic right? and after the battle scene i dont want it to continue on forever i want it to stop as my last screen shot shows, and give the option to step in and fight or sit out, then the warrior will leave after the event is totally over.. so the graphics have to be tied together somehow they cant be left empty right? ...
 

RyanA

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ok great thanks, but i'm still confused, i know you can have as many empty graphics displaying a charater on the screen as you want but that dont mean that the event will tie them to it.. for instance if i have the mage and warrior empty then how does it know to make them jump back like they were hit, cant make a graphic move if its just an empty graphic right? and after the battle scene i dont want it to continue on forever i want it to stop as my last screen shot shows, and give the option to step in and fight or sit out, then the warrior will leave after the event is totally over.. so the graphics have to be tied together somehow they cant be left empty right? ...
Take a look at my screenshot again. Those 'Define Movement Route' commands can control the actions of another event. Other event options can also control the actions of another event. :3

For what you are describing though...You want the two events to fight with an option of letting the character step in to stop them...hrm...

Right. Just editing my example, there's probably an easier way to do this mind you! :3 First, add a second event page to the fighting event. Set the condition to be the switch 'Fight Stop' On. Leave this page blank. Now add a second event page to both the Warrior and the Mage, set the condition switch 'Fight End' On. Leave both of their graphics BLANK. Add a second Mage sitting somewhere on a stool with the condition of 'Fight End' on. Just to make it easier, we'll say you interact with the fighting Mage to get the dialogue(?) So, set the Mage up to Action Button trigger, then in the event window do the following.

Turn Switch 'Fight Stop' On (this way the events will stop fighting while you talk with the character)

Show Text 'Hey, maybe you can help us stop our fight dablah'

Show Choices 'Intervene, Ignore'

When 'Intervene' is chosen

Show Text 'Thanks for stopping our fight, we could have wrecked the bardablah'

Set Movement Route Warrior 'Down down down down down down (whatever to get him off the edge of the screen'

Fade out Screen

Wait 30 frames

Turn Switch 'Fight End' On.

Fade in screen.

Now both the Warrior and the (old) Mage events will be gone and the fight will have stopped. The new mage event I mentioned earlier will now be sitting on a stool somewhere after you've stopped the fight. Add dialogue and whatever as normal.

Now, if you choose Ignore.

Show Text 'Oh what a shame guess we'll fight forever dablah'

Turn Switch 'Fight Stop' Off

Now the fight will continue but you can speak to the character again to try and intervene.

Hope this helps :3
 
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Falados

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ok thanks for helping me with this ryan, for the 2nd mage though i'm actually just using a tile trigger to step on when the player enters the pub

so they get kinda caught in the middle of the action and dont know if they should or shouldnt step in or who is write or wrong, only the fighting mage

and warrior will be talking and fighting back and forth then option to step in then the warrior will disapear
 

Celianna

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Falados, next time make a thread in support. The event system support thread is for complicated eventing (you are having problems with very basic things). When you find yourself saying 'I want to make a [X] system' then it probably goes here, anything else gets is own thread.
 
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Falados

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well sorry but i think this is very complicated lol and i'm still not getting it to work right, its somewhat comin together but not right yet

OK I GOT IT!!! thanks ryan for showing me how to use some things to alter multiple graphics and such :)

ok can i ask 1 more thing on this please? ... everythings working fine now but i wanna go 1 more step farther and make the response game changing, so when the warrior disapears and the event is over: IF you stepped in and defeated the warrior then the shop will service you and everyone will talk to you, if you chose

not to help then the bar owner will say "you didnt even care to help, get out!" everytime you talk to her, and everyone else in the place will say "!" only.... is this

through a conditional branch yes? if it is, where do i put the branch and what options do i turn on?
 
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The Infamous Bon Bon

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if the player intervenes then have the event turn on a switch. Then in each of the events affected by it use a conditional branch that checks if the switch is on make sure the else option is checked. Put the appropriate text in each.
 

RyanA

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Alrighty, I need a little help this time please! I'm trying to make a common event that checks if you have a healing item in your inventory and uses it when you press a button. Though there are 3 different types of healing items, so I've set up the conditional branches to use the lowest level first if available, if not then it moves on to the next etc. I think I have everything set out right, but it's just not doing anything when I press the button! I'm sure there's a silly little mistake here, it would be great if someone could point it out for me please :3

Will I need to add a parralel process to every map calling the common event? (if that's what's making it fail!) 3:

Also, you are very welcome Falados ;3 I'm glad I could help!
 
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Acetonide

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Alrighty, I need a little help this time please! I'm trying to make a common event that checks if you have a healing item in your inventory and uses it when you press a button. Though there are 3 different types of healing items, so I've set up the conditional branches to use the lowest level first if available, if not then it moves on to the next etc. I think I have everything set out right, but it's just not doing anything when I press the button! I'm sure there's a silly little mistake here, it would be great if someone could point it out for me please :3

Will I need to add a parralel process to every map calling the common event? (if that's what's making it fail!) 3:

Also, you are very welcome Falados ;3 I'm glad I could help!

Hm.. Looking at your event everything seems to be in order..

If you just have the switch 001 turn on then it should work, but maybe I'm missing something since I'm tired and being at the library I can't recreate your event to test it out to be certain.

Although I'm not sure you want it set to be the 'A' button though since that is your default action button for talking to other characters and interacting with events.

Go for L or R maybe which by default is the Q and W key on your keyboard respectively.. Or you can change the settings by hitting F1 when you're playing/play testing.

In Short

There's two possible problems you could be having..

1. You didn't turn on the switch in game. (Common events run on all maps so you shuoldn't need a parallel event on every map)

2. You're using the 'A' key on your keyboard rather than the game's A key which by default is space, enter, and I think z.. Maybe some others..

P.S. Please excuse me if I'm wrong, I'm kind of... Defeated by the heat atm.. u.u''

Edit:

@Celianna

Yes, you're right.. (Obviously) I guess I was just.. I don't know.. Tired and out of it, and didn't have my software with me to confirm. Thank you for the correction. ^-^ Hopefully you see this, since I didn't think it would of been appropriate to post a new reply just to thank you in this topic. =x
 
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Celianna

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@Acetonide: actually, that's the C button you're describing (space/enter/z), the A button should be shift on your keyboard.

@RyanA: shift is reserved for dashing (the A button), pick a different button. I suggest the X button (A on the keyboard) or Y button (S on keyboard).
 

The Infamous Bon Bon

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Everything looks good though I agree using the A button is a bad idea.

I know this seems silly, but are you sure that you added one of the items to your inventory, because I have done this before while playtesting.
 

RyanA

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Ah I see! I changed it to the A button on the keyboard and it's all working fine now, I knew there was a silly little mistake somewhere 3: Thanks for all of your help guys (and girls) :3!
 

Mr-Verde

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Hey people :D

I have this skill that one of my characters use that calls a common event.

The common event shows some text, an animation, and invokes a state on the said character.

Now my troubles began when I tried adding a time limit (in seconds) to the state in order to force the state to disapear and show some nifty exit animations to boot ^-^

But its not doing what I tell it to do aaaand now I'm lost :p

Hopefully this can be solved without scripting; if not, I'll just uhhh.. skip this feature ._.

So I was wondering if maybe any of you could help? c:

Trouble shooting.bmp

(There's a picture of the event contents)

P.S. don't be afraid to ask me "dumb" questions etc.; I'm fairly new to this :)
 

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