Event System Support (expert users only)

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Celianna

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After the battle processing event command, turn on a switch. In your other event, create a new (blank) event page, and set its condition to that switch. This should make it 'disappear' after the battle.
 

RiskBreaker

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I'm making a dual party event system in which two parties explore a map and solve puzzles that require the use of both parties. These parties move along different paths and activate distinct switches exlcusive to each party. The activation of these distict switches on both sides allow the player (who is controlling both instaneously, by that I mean he is able to switch between them by pressing 'q') to progress forward.

In this event, I require the need to set the mapID to a variable so that the player can be transferred sucessfully. However, I get the following error message;



Here is the entire event script;



The error occurs at precisely this line:



I made a demo out of frustration which should help...

http://www.mediafire...7l7a1b2bno6nhb9
 
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mlogan

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@RiskBreaker - Did you ever reorder your maps or insert another map somewhere in the middle? I know I've run into that error when I've reordered them or something and then the map isn't in the same "spot" so to speak.

I'm having another issue that I hope is just one of those stupid things I'm not seeing.

I'm trying to figure out why the highlighted fadeout screen isn't working. All it does is briefly dim - but not go all way dark, you can still see the scene behind it, and then go back to normal, before suddenly displaying the picture called.

Fadeout.png
 

BlindMatsura

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take out that specific fadeout and reinsert it. sometimes its simple tuning mistakes. even if it doesnt seem like it will help try it anyway.
 

Lunarea

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@mlogan:

Do you have any other events that might be interfering with the command? I know I sometimes have parallel process events that fade in maps.

Also, have you tried putting a wait command after the fade-in?
 

mlogan

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@mlogan:

Do you have any other events that might be interfering with the command? I know I sometimes have parallel process events that fade in maps.

Also, have you tried putting a wait command after the fade-in?
Just coming back to report that I figured it out - and yes it was another event interfering. :)
 

RiskBreaker

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@mlogan - I haven't reordered the maps/renamed etc. Is there anyway I can hardwire it's initialization via ruby script? I never knew this ide would have so many bugs...
 

Reyx

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@RiskBreaker:

Not sure but by the lookings of your screenies you transfer the player to the wrong locations.

The event command in the screeny shows



Code:
TransferPlayer to [104][105][106]
If you read it as the values stored in it's



Code:
[MapX][MapY][MapID]
.

But as far as I know it should be



Code:
[MapID][MapX][MapX]
or [106][104][105]
Currently you try to teleport the player to the map with the X-Coordinates of the event which has X-Coordinate 8. It may help if you'd correct that.
 

Mayke

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Hi I'm having trouble with my cutscene. But first of all I would like to mention that I am using Ace and that my cutscene is run by an event set on player touch which controls the character and one other event as you can see in the screenshots below. The event is pretty simple, it's just composed of text, waits, and set move routes. But it's simplicity is what made me lost as to my problem. The event page is kinda long, not really but I'll paste all of it here.

http://i4.photobucket.com/albums/y133/Linkblade/EVh1.png

http://i4.photobucket.com/albums/y133/Linkblade/EVh2.png

http://i4.photobucket.com/albums/y133/Linkblade/EVh3.png

Problem:

http://i4.photobucket.com/albums/y133/Linkblade/EVh4.png

The red box is where the problem starts, everything was fine before then. The problem is that after the player turns right event: "Nicole - Park" does fullfil the set move route command thus results in the inability of controlling my character. The only way for me to allow the event to continue after that point is to uncheck "Wait for Completion." But when I do that "Nicole - Park" does not move but all of the following text and commands continue.

So that's basically my problem. If anyone knows the solution, I'd be grateful, thank you.
 

mobychan

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Have you tried checking "Skip if cannot move" in the Move route(above the Wait for Completion one)?
 

Mayke

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Have you tried checking "Skip if cannot move" in the Move route(above the Wait for Completion one)?
Like I said earlier, the event continues but the event does not move. I want it to move.
 

mobychan

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Most likely there's an other event blocking that events path, at least that's what my problem is most of the time with something like this.
 

Mayke

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Most likely there's an other event blocking that events path, at least that's what my problem is most of the time with something like this.
Thanks for your help, I figured it out, I just set the event to through.
 

BlindMatsura

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Im not sure if i can make this idea make sense but im wondering if anyone knows how to do this.

I want to implement a system where there is a gauge or something that goes up as the character takes damage(slowly) and when it hits maximum it forces a transformation that makes the character more powerful but also takes a toll on the character in the form of damage.

I know this sounds complicated but if someone could explain(in detail or post link to tutorial cause im a little slow) how to do this id be grateful

I can make a state or condition that enhances the characters traits but not any sort of thing like this
 
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BlueDemon

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This can be done but will take some time. tell you when i am done. if you still want it.

i have a question, i have posted this a few times and still have some questions...

i am wanting to make an event to do time frames, i would like a straight answer or an event post if anyone has done it

or can do it to show me cuz i cant widdle it out to work right...i need it to do this

fade screen-sepia "morning"

fade screen-normal "daytime"

fade screen-sunset "sundown"

fade screen-night "nighttime"

now i need the time frames to be morning 2 hrs, daytime 4 hrs, sundown 2 hrs, nighttime 4 hrs.. thats 1 full day "12 hrs=1day"

and i want the 3rd day in the loop to have a rain affect... i can get it to fade in and out with the fade/wait commands but theres

not enough wait frames in a 2-4 hr time frame to make it work so i'm stuck! can someone plz work this out for me?? :(
 

NO!

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EDIT: Wait, never mind I managed to solve my problem! May as well delete this post, I guess. :D
 
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BlueDemon

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Ok if you go to my link in the signature it will take you to my scripts and there is a good weather one there along with other scripts
 

BlindMatsura

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Im not sure if i can make this idea make sense but im wondering if anyone knows how to do this.

I want to implement a system where there is a gauge or something that goes up as the character takes damage(slowly) and when it hits maximum it forces a transformation that makes the character more powerful but also takes a toll on the character in the form of damage.

I know this sounds complicated but if someone could explain(in detail or post link to tutorial cause im a little slow) how to do this id be grateful

I can make a state or condition that enhances the characters traits but not any sort of thing like this
Anyone?
 
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