Event System Support (expert users only)

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Darkuroppoi

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I am trying to make an event were, you hold down the C button(Enter) and press a direction, you can drag the event with the player. I'm having two problems, first when the character backs away from the event the character always moves twice the first time while the event moves once. Second I want the event to end when the player is not touching it, but when the first problem happens and a gap is created between the character and the event you can continue to drag it around.

If anyone has made an event like this and knows what I can do it would be greatly appreciated.

Untitled.png
 

Darkuroppoi

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Thanks that helped take a big step in the right direction. :]
 

Morpheus

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Well, I for the life of me can NOT figure it out.

If anyone can figure it out, it'd be much appreciated.

What I'd like, would be for a computer, where you would input a password, should the password be wrong, it would either exit the event so you can re-enter the password, or loop so you can still type in the password, but if the password is right, you can view the contents on the computer, even after you exit the event. (In case someone wants to look at the computer later) Please, some help here would be MUCH appreciated.
 

RobCollins

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I'm still looking through this topic for any sort of tutorial and there hasn't been any topics about what I'm looking for - unless I'm blind!

There's a bed, you're asked if you want to sleep in it - "Yes" or "No" branch obviously, on the "Yes" I want the character to say he can't go to sleep until he's talked to everyone.

Now, is it possible to talk to (example:) 3 people IN ORDER to go to sleep? Would a switch and/or variable have to be done?

Edit: Forgot to say, I'm asking for Ace.
 
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Acetonide

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What I'd like, would be for a computer, where you would input a password, should the password be wrong, it would either exit the event so you can re-enter the password, or loop so you can still type in the password, but if the password is right, you can view the contents on the computer, even after you exit the event. (In case someone wants to look at the computer later) Please, some help here would be MUCH appreciated.
Okay, first thing that comes to mind is setting a new character for the password, and using a conditional branch and name input for that character as a password setting.

If you want it to loop then you'll have to look into loops because I cannot explain how to set it up well enough without testing it out and using a screenshot, which I can't do right now.

Next, you want it so after you enter in the password correctly once, it will stop asking for the password. To do that use a self switch or something which will turn on when the name is correct and a second page of event (which requires the self switch or switch) just display the information taking out all the password parts.

If you don't understand I can try explaining it differently, but atm I feel kind of sick so what makes sense to me may not exactly make sense. Sorry.

There's a bed, you're asked if you want to sleep in it - "Yes" or "No" branch obviously, on the "Yes" I want the character to say he can't go to sleep until he's talked to everyone.

Now, is it possible to talk to (example:) 3 people IN ORDER to go to sleep? Would a switch and/or variable have to be done?

Edit: Forgot to say, I'm asking for Ace.
Yes, it's possible.

If you just want it so you can only sleep after you talk to everyone then to all the NPCs you need to talk to add something (either doing something to variables or turning on a switch) after you talk to them.

Personal suggestion-

For each NPC have-Page 1- Dialog after you talk to them, +1 to variable, turn on self switch A

Page 2- Require self switch A, dialog after you've talked to them once
Then for the bed event for the "Yes" branch have a conditional branch determining if the switch or variable is correct. If yes then let the player sleep, if not then have some dialog or something to direct the player towards talking to people.
 

RobCollins

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Yes, it's possible.

If you just want it so you can only sleep after you talk to everyone then to all the NPCs you need to talk to add something (either doing something to variables or turning on a switch) after you talk to them.

Personal suggestion-

For each NPC have-Page 1- Dialog after you talk to them, +1 to variable, turn on self switch A

Page 2- Require self switch A, dialog after you've talked to them once
Then for the bed event for the "Yes" branch have a conditional branch determining if the switch or variable is correct. If yes then let the player sleep, if not then have some dialog or something to direct the player towards talking to people.

Not going to lie, I was successful in doing this and paraded around my room making a lot of noise. If I could, I would attempt to kiss you while you try to punch me in the face. Cheers, Acetonide! [beep]ing great help, man.
 

poundthemochi

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Hi. I'm new to RPG Maker ACE and I would like to make a fanmade oni game with it.

However the problem is that I tried to make a branch with the event system and it when you click on the correct key it doesn't get you to the map that you wanted.
 

Based MG

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Well, I for the life of me can NOT figure it out.

If anyone can figure it out, it'd be much appreciated.

What I'd like, would be for a computer, where you would input a password, should the password be wrong, it would either exit the event so you can re-enter the password, or loop so you can still type in the password, but if the password is right, you can view the contents on the computer, even after you exit the event. (In case someone wants to look at the computer later) Please, some help here would be MUCH appreciated.
Use the number input method, it's simpler. Use conditional branches to check whether the variable the number input is saved to is equal to what you want the password to be. If the variable is equal to that number, then go through with the computer event, and at the end turn ON a self switch. If the variable isn't equal to that number (using the Else part of the above conditional) then show the error message from the computer or whatever and then have it close the event. Now, you would make a new event page exactly like the first one, only set the parameter to "Self Switch X is ON" where X is the self switch you turned ON in the first part of the conditional. Just copy and paste the computer access parts of the event into this page (minus the "turn selfswitch ON") and you're good to go.
 

AKImeru

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So I need your guys help.

Here is the score:

I want to make a "Bar"/"Gauge" for a particular value - In this case, something to represent the standing of the player to a particular faction.

The code here is simple: A conditional branch that checks a Variable. If it's at 1, it will display a picture.

I've called the event it needs to be on, and I've called the common event as well.

I've debuged and found out that yes, the Variable is increasing to 1.

I've even used a variable hud that properly shows the variable to the player, but in numbers.

However, no matter what I do, the picture is never displayed.

What possible could be going wrong? Did I check everthing? I'm a bit lost here.

conditional2.png
 

Celianna

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@AKImeru: it would help us so much more if you'd show ALL the common events (and other regular events) involved in this, because that simple conditional should work. I personally think you're trying to show a picture, that is beneath another picture (remember I said the higher the picture ID, the more it will overlap all other pictures on the screen?).
 

Acetonide

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@AKImeru: As Celianna said, it would be helpful if you showed the other events involved, but I will suggest this also.

I noticed your common event is autorun when the switch hud is on, so have you made sure the switch is on?

Also, if you want to common event to continually run so the picture will update as the value changes (for example, if the relationship can go higher than 1), then might I suggest you change it to a parallel event (I think that's what it's called, I don't have the program in front of me to confirm) instead?
 

Des

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It's also likely that the picture is just off the screen. Try changing the coordinates or the origin point.
 

Acetonide

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It's also likely that the picture is just off the screen. Try changing the coordinates or the origin point.
I'm not sure how it could be off the screen when it starts in the upper left corner at 0, 0 unless a large portion of it was transparent.. I am asking sincerely, how could it be off the screen? o.o
 

AKImeru

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I double checked the picture is showing inside the screen when I call it via an event.

I've taking screenshots from all of my common events.

Seriously this thing is the only thing stopping me from finishing the demo of my game, even the combat gave me less of a headache!

EDIT: Added the non-common events

common events 1.png

common events 2.png

common events 3.png

common events 4.png

events1.png

events2.png
 
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Acetonide

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@AKImeru:

Well, okay... The first thing I noticed is that you turn on the switch and also call the common event which should be redundant.

Someone please correct me if I'm wrong, but I believe for common events if the trigger (the switch) is on and it's set to parallel or autorun then it will just start working when the switch is on.

This is in your 5th picture, event ID:002, page 6.

Secondly, as I suggested I believe you want it to be set to parallel event rather than autorun (I really don't feel like explaining why again..) which may help.

Right now that is all I can see, but I'm probably missing something.. Staying up until 6AM and getting 3 hours of sleep doesn't agree with me. >.<;

I'll continue to look at this when I have more time and hopefully when I'm more awake if no one else have found your problem.

Reason for Edit: Fixed poor spacing... Need more sleep. >.<
 
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AKImeru

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Made said changes, still no picture.
 

Acetonide

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Hm... I think I may need the actual project and testing to find the exact problem and solution. Someone else may be able to spot the exact problem but I can't. >.<;

If you don't want to pop it into a zip and upload it I can try to just replicate it and see if N can duplicate your problem and see if I can find a solution.

Either way, the earliest you can expect help from me would be Monday though. =x I'm hoping someone else can help you before that.
 

Celianna

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Set common event Barras Fundo to trigger 'none' and simply call it in the event. Set Barra Preenchida to parallel process, and then turn the switch on to make it run (don't call it). Do not use autorun, autorun will just freeze everything else and keep running forever.

If this still doesn't work, upload your project and I'll have a look at it.
 

AKImeru

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Changes made, it still didn't work.

I'll upload it tomorrow! However I will also make a write up to guide you into this mess since all of my text is in portuguese and several things I'm doing like the position of some character portraits aren't final yet (Because we are still defining the height of some characters).

Thank you all for your support!
 
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