Event System Support (expert users only)

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omoney

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As far as I know the default TP resource goes up when you take damage. Maybe you can just have a battle event that occurs when that bar reaches maximum. I'm not sure on the details though sorry.
 

BlindMatsura

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thanks.

since there is a rule about double post ill just edit this into this comment

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

How do you slow the in game text speed. does it need a script or is it possible without one because im terrible at script implementation.
 
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Falados

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quick easy question... i have an event that i cant get to stop running, let me explain

i have a 3 level dungeon, on lvl 3 you fight a monster to "defeat" the dungeon, then are teleported out to the front door to the dungeon

everything works except, when it teleports you out, i wanna be able to go back in and grind or look for loot but as soon as i get to the 3rd lvl

it automatically says the last line of my monster event and teleports me out...

the first event page is the dialog of the monster initiating battle, then switches to event page 2 when you defeat the monster with dialog of

"the monster is defeated and the door is open" then teleports to "map location" .. thats it and its set for player touch activation .. then after it

teleports me out it wont let me enter and stay on lvl 3 without saying "the monster is defeated and the door is open" and teleports me out as soon

as i get there...
 

Lunarea

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Are you resetting the condition for page 2? If it's something like a self-switch that runs page 2, make sure that switch is turned off - otherwise the event will just run page 2.
 

Falados

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nevermind i figured it out, i just moved everything to page 1 and put the ending sequence and the transfer before the

switch, and on page 2 i put another transfer so when you reach that spot on level 3 again it will transfer you like a normal

door
 

Falados

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ok new one... now i'm trying to make a map have an event with 3 graphics that wasnt there before, whats happening is my main character is coming back from a quest

and when they go to the previous map to come home they get ambushed by 3 npcs...

do i make 1 event for this or do i have to make 3 seperate events 1 for each graphic? the 3 enemies were not in this map when the main character first walked through

so now i have to turn on a switch to tell them to be there i know that, so i have to make 3 switches 1 for each graphic right? then initiate battle, the main character group

is going to lose the fight, then there will be some talking then the screen will fade "enemies disapear" fade in... any help would be great thanks!

oh and i cant get it to trigger right... i want the main character to step on a certain square and it will initiate the ambush, so when you step on it then

the 3 enemy graphics apear, then the main char yells "its an ambush!!"
 
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RyanA

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Well...I think one switch should be enough for all three graphics, just have the same switch as a condition on each ambusher. For the step-activation, make sure the square has the event you want to run, set it to 'BELOW PLAYERS' and then 'PLAYER CONTACT' This way whenever the player comes into contact with that event, the event will trigger it's...event :3 I hope this is helpful!
 

Falados

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but how do i activate the 3 graphics? 3 different pages on the same event maybe?

ugh, and working inputting a conditional branch i cant figure out how to get it to call in the graphics :(
 
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RyanA

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but how do i activate the 3 graphics? 3 different pages on the same event maybe?

ugh, and working inputting a conditional branch i cant figure out how to get it to call in the graphics :(
Urrrr......Have two event pages. One with a blank character and empty event list. The other event page will have the condition of 'Ambush Switch' on and will have the graphics you want! Just have the event that triggers the ambush switch 'Ambush Switch' on :3
 
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Falados

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you cant put more than 1 graphic on an event page...
 

Lunarea

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Have a separate event for each ambusher character. Same trigger (Switch: Ambush) will make all three appear at the same time. :)

Edit:

How the activating event should look:

How the ambusher NPC event should look:

Page 1:

Page 2:

You need to make as many events as you have ambushers.

Also, your question is not complex eventing. Next time, please open a regular support thread instead. This thread is reserved for complex systems such as how to event a farming system or a relationship system. It's not a general Q&A thread. :)
 
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RyanA

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Have a separate event for each ambusher character. Same trigger (Switch: Ambush) will make all three appear at the same time. :)

Edit:

How the activating event should look:

How the ambusher NPC event should look:

Page 1:

Page 2:

You need to make as many events as you have ambushers.

Also, your question is not complex eventing. Next time, please open a regular support thread instead. This thread is reserved for complex systems such as how to event a farming system or a relationship system. It's not a general Q&A thread. :)

Yes! Exactly like that! U rock Lunarea. :3
 

BlindMatsura

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The image below is what my question is about. you see when the character enters this building he is forcibly moved foward one square and then there is some dialougue initiated by the blond haired woman and after that they move one more square foward. when they walk up to the purple haired man or sit at his table i want him to trigger his dialougue. i cannot figure out how to do this. any ideas?

 
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RyanA

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The image below is what my question is about. you see when the character enters this building he is forcibly moved foward one square and then there is some dialougue initiated by the blond haired woman and after that they move one more square foward. when they walk up to the purple haired man or sit at his table i want him to trigger his dialougue. i cannot figure out how to do this. any ideas?

Screenshot aint working for me 3:
 

Levi

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The image below is what my question is about. you see when the character enters this building he is forcibly moved foward one square and then there is some dialougue initiated by the blond haired woman and after that they move one more square foward. when they walk up to the purple haired man or sit at his table i want him to trigger his dialougue. i cannot figure out how to do this. any ideas?
@RyanA

Same here... no screenie.

I have no idea what the problem could be. Should be a very simple task. Just a couple "Define Movement Route" commands and "Display Text" commands. But again... I can't see the screenshot, so I dunno. Haha.
 

BlindMatsura

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i cannot get the image to work how do you attatch them
 

Acetonide

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i cannot get the image to work how do you attatch them
Hm.. Since I'm at my library I can't make up screenshots for you, and your screenshot isn't up so I can't give specifics..

But for having the dialogue automatically open when you sit at the table of someone there's a few ways to do it. Here's the easiest that comes to mind:

Have an invisible event in the chair which is activated by player touch which will display the dialogue.

-There are specific things you will have to do such as moving the player off or changing it to a blank page so you don't get stuck into a loop, but since I can't provide decent screenshots and I can't see what you need exactly I won't get into specifics right now.

Also for walking into a door and transferring and automatically walking forward a step I believe as Levi W said, you can just use the "Set Move Route" command and make it move the player.

Lastly, to include an image you need to upload it some where. I'm not sure if this sites lets you upload here, or if you need a different website like photobucket or imgur.

After doing so you will get a url for the image, and then you pop it into the img tags. I'm currently a bit busy with my own thing so I can't look into the details and I can't post the img tag with the brackets because I don't know how this forum handles open ended tags.

But yeah, img between the brackets ([ and ])

You can have the spoiler tag to hide it and I recommend you doing so.

Hopefully this helps a bit, if not hopefully someone else can help you.
 

BlindMatsura

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The image below is what my question is about. you see when the character enters this building he is forcibly moved foward one square and then there is some dialougue initiated by the blond haired woman and after that they move one more square foward. when they walk up to the purple haired man or sit at his table i want him to trigger his dialougue. i cannot figure out how to do this. any ideas?

I found out how it works
 

harveywth

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I've been working on an Alchemist NPC which will offer to sell potions or craft them if you bring ingredients and gold.

I thought I had the script working earlier today but found out I was losing some gold where I shouldn't have been. I fixed that problem (I think) but now whenever I successfully craft an item, or fail due to lack of ingredients (not lack of gold) it repeats the dialogue for completing the craft over and over. The dialogue switches from the proper number of items to 0, meaning it's running the vriable wipes that I have after the message in the dialogue, then going back and repeating and I'm not sure why.

This is the event system for the brewing portion:



Code:
When [Brew Potions]
Show Choices: Offensive Potions, Defensive Potions, Nothing
When [Offensive Potions]
Show Choices: Holy Water, Fire Bomb, Poison, Nothing
When [Holy Water]
Text
	 Blah Blah List of Ingredients + 50g
Show Choices: Yes, No
	 When [Yes]
	 Text
		 How many would you like to craft?
	 Input Number: [0005 Brewing] 2 digit(s)
	 Control Variable: [0005: Brewing]*=50
	 Loop
	 Conditional Branch: Gold is 50 or more
		 Control Variables: [0006: Gold]+=50
		 Change Gold: -50

		 Else
		 Loop
			 Conditional Branch: Gold is 1 or more
			 Control Variables: [0008: GoldRemainder] +=1
			 Change Gold: -1

			 Else
			 Conditional Branch: Variable [0006:Gold] >= Variable [0005: Brewing]
				 Control Variables: [0005: Brewing] /=50
				 Loop
				 Conditional Branch: [Bottled Water] in Inventory >=1
				 Control Variable: [0007: Material1] +=1
				 Change Items: [Bottled Water] -1

				 Else
					 Conditional Branch: Variable [0007: Material1] >= Variable [0005: Brewing]
						 Control Variables: [0005: Brewing] *=50
						 Change Gold: -Variable [0005: Brewing]
						 Change Variables: [0006: Gold] -= Variable [0005: Brewing]
						 Change Gold + Variable [0006: Gold]
						 Change Variables [0005: Brewing] /= 50
						 Change Items: [Bottled Water] - Variable [0005: Brewing]
						 Change Variables: [0007: Material1] -= Variable [0005: Brewing]
						 Change Items: [Bottled Water + Variable [0007: Material1]
						 Text
						 You receive \V[005] Holy Water]
						 Change Items: [Holy Water] + Variable [0005: Brewing]
						 Change Gold: +Variable [0008: GoldRemainder]
						 Change Variables: [0005: Brewing] = 0
						 Change Variables: [0006: Gold] = 0
						 Change Variables: [0007: Material1] = 0
						 Change Variables: [0008: GoldRemainder] = 0
						 Break Loop
						 Else
						 Text
							 Sorry you don't have enough Bottled Water
							 Change Items: [Bottled Water] + Variable [0007: Material1]
							 Change Gold + Variable [0006: Gold]
							 Change Gold + Variable [0008: GoldRemainder]
							 Change Variables: [0005: Brewing] = 0
					 Change Variables: [0006: Gold] = 0
						 Change Variables: [0007: Material1] = 0
						 Change Variables: [0008: GoldRemainder] = 0

							 Branch End

						 Branch End

					 Repeat Above
					 Break Loop
				 Else
					 Text
						 Sorry you don't have enough gold
					 Change Gold + Variable [0006: Gold]
					 Change Gold + Variable [0008: GoldRemainder]
					 Change Variables: [0005: Brewing] = 0
				 Change Variables: [0006: Gold] = 0
					 Change Variables: [0007: Material1] = 0
					 Change Variables: [0008: GoldRemainder] = 0
					 Exit Event Processing

					 Branch End

				 Branch End

			 Repeat Above

		 Branch End

		 Repeat Above

	 When [No]

	 Branch End
It repeats the same basic thing for the other options with some variables tweaked a bit. If I can get this part working correctly I'll be golden. As I said before, it works fine without the GoldRemainder variable edits, minus taking the wrong amount of gold, but I cna't figure out what changed to break it or why both finished the brew and failing because of insufficient bottled water would both cause it to repeat the success message. Any help would be appreciated

Edit: Pretty sure I figured it out after a few minutes break from the computer.
 
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Celianna

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I'd rather see this in a demo so I can play around with it (and mostly since I'm not sure why you're using a loop).
 
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