Event System Support (expert users only)

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Celianna

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Can we see screenshots? They usually help a lot more in figuring out what went wrong.
 

Falados

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ok easy question but for the life of me it escapes me, i have my event working perfect except 1 part.

i have a cutscene and at the end i want the screen to fade, have the travelor talking disapear, then fade

in... i got it to fade out and fade in but the guy wont disapear, i tried using transparency or transport

but he just wont disapear.. any light on this??
 

Des

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ok easy question but for the life of me it escapes me, i have my event working perfect except 1 part.

i have a cutscene and at the end i want the screen to fade, have the travelor talking disapear, then fade

in... i got it to fade out and fade in but the guy wont disapear, i tried using transparency or transport

but he just wont disapear.. any light on this??
okay. we've said this lots of times. you need to learn the basics. really this is a basic question and shouldn't even be in this thread.

you can make the guy disappear with a switch.
 

Falados

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basic or not the forum is for asking questions when you cant figure something out, i have went through

the basic stuff to learn and i dont see anything about "how to make someone disapear" in the tutorial and

i couldnt figure it out after an hour of trying on my own so figured i'd ask you nice ppl to help, and asking

questions is the BEST way to learn so ya just cuz you know everything dont be rude to us trying to learn

it was just a question for advise, if you cant be nice shouldnt say anything at all and let someone who has

a good attitute post a helpfull reply ... just sayin but thanks
 

Celianna

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@Falados: this thread it for event system support. Meaning an actual system of some sorts (like your previous time system), not a 'I need to make a character disappear'.

The transparency option only works for the main character. To make an event 'disappear' you need to ...learn the basics.
 
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Mandersson

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Alright I uploaded a screenshot of the event in question. This is apart of the troop section.

So what happens when you fight this battle is, when the nymph is reduced to 10% health or less it runs the text, offers the choice. If you choose follow the battle ends and nothing happens. I'm wondering why the transfer doesn't occur and how I could get it to occur.

If any other screens would be helpful let me know.

Dell WebCam Central.png
 

Des

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have you tried putting the transfer AFTER the abort battle command?
 

Mandersson

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@needles - yea, I tried that, results are exactly the same.
 

Physeter

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It's a bit weird. I tried it with a switch and with a common event. That didn't work either until I did the "Abort Battle" command below the choice (below "Branch End").

For the choice "Follow" you activate a switch. The common event you set "parallel process" and the condition "SwitchXXXX ON". Then just transfer the player and deactivate said switch.

I don't know, why the abort battle command needs to be below the choice though.
 
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Mandersson

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Cool! Thanks Physeter! That's working for me. Thanks for the help!
 

Emmych

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So I've officially hit my limit as far as eventing expertise goes. I CAN'T SEEM TO MAKE THIS BAD BOY WORK:



What it's supposed to do: you walk around for as many steps as shown in the conditional branch Monster Timer == x shows, and then you hear a little chime. At that moment, you can either press a key (Z, in this case) and avoid the encounter, or walk a few more steps and encounter a monster. Once you defeat, run from, or outright avoid the monster, it loops back around and the event starts again.

What it's doing: fricking UP AND DRIVING ME CRAZY. IB

Basically, it's getting to the point where I'm hearing the little chime, but the conditional branch after that isn't triggering. It just GOES ON FOREVER, never resetting your counter, never looping back around, and causing me to want to vomit all over everything.

I have to assume it's the third conditional branch that's giving me issues, because that seems to be where everything freezes up.

Currently, this is a Parallel Process event chilling out on an empty test map with no other switches flicked, and nothing else touching the variables being used here.

SO WHAT AM I DOING WRONG, GUYS? ;___; I've been staring at this code for too long, and I need help. OTL

(I'll be it's totally obvious and I am going to be all embarrassed that I didn't figure it out BUT OH WELL this is how we learn)
 

PK8

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It should be Input.trigger?:)C), according to the help file.

Edit: Haven't tested the system out yet. Rushing out from school. lol. Sorry if this reply ends up being useless.
 
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Lunarea

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Input.trigger?:)C) is for Ace (RGSS3).

I'm pretty sure Emmy is working with VX ... :)

@Emmy:

Does the third branch need to be nested like that? I think you should try just putting it inside the main (if that makes sense - not nested in other words). The event should trigger at 25, then if nothing is reset, it will just keep going onto the next condition. If the chime resets it, it will never go to the next condition.
 
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Emmych

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Nope, I'm working with Ace. Sorry, I should have mentioned. OTL

Good to know that the commands are different, though -- I'll have to bear that in mind.

And HURRAH~~ Luna, the battle triggers when the second condition isn't nested, so that's one part of my problem fixed! However, pressing C still isn't doing anything, which is frustrating. OTL So something is up with that part of the code -- either I'm eventing it wrong, or there is something screwy with Ace's programming and I'm gonna have to go grab myself a patch.

Here's how the code looks now:



The, uh... battle animation that's clubbing the player over the head was supposed to be my way of seeing that the trigger was working. I promise I wasn't attempting to take out my frustration on my poor MC. >__>;

Thanks for the help thus far! Even making that bit of progress has saved some chunks of hair from getting pulled. OTL
 
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Lunarea

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@Emmy:

I've just tested it, and you're right. It kinda works in a wonky way when using Input.trigger.

Have you tried using "Button XXX is pressed"? It seems to work better, but it repeats the event if you hold the button down long enough or hit it too fast. Maybe with some fiddling around, you can get it to work :3
 

Emmych

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@Luna: I'd tried that before, but maybe it'll work now that things aren't hanging out in nests...? I'll have to give it a look.

EDIT: Nope, doesn't work. OTL

Okaaaaaay, time to look for an alternate solution @____@ Thanks for the help anyway, though!
 
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Lunarea

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Hrm ... One last question!

Do you stop the player movement when the chime happens? Since your condition is movement, maybe that split second between moving and not moving changes the timer value. You can try checking the variable value before the key input. :)
 
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Emmych

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...I think what you just said clued me in to what's going on and I think I know exactly how to fix it. LIKE EPIPHANIES JUST HAPPENED IF I AM RIGHT

Edit:

AWWWWW YEEEEEEEAH GUESS WHO JUST FIGURED IT OUT LIKE A BOSS B)

The problem was that I'd set the conditional branch to "Equal to" instead of "Greater than or Equal to", so the second the value changed, I wasn't able to access that nested conditional branch anymore. B)

I'll have to dick around a bit so the SE isn't doing weird stuff (maybe remove it altogether and just have a visual cue), but YES IT WORKS AUUUGHHH FINALLY <3

Thanks, everyone! Couldn't have done it without you. ;w;
 
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PK8

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Just reproduced what you had set up there, and figured out what you have going on.

As soon as the exclamation mark hits, it's actually way too late for the player to press the C button because at that point, the C button doesn't do anything. What you'll have to do is set Monster Timer is equal to 75 to Monster Timer is greater than 75.

Edit: I do agree that Input.trigger? doesn't feel quite as responsive as it should be.

Edit 2: Ninja'd.
 
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