GTVenm

Warper
Member
Joined
Oct 26, 2021
Messages
2
Reaction score
1
First Language
English
Primarily Uses
Other
I'm aware this fix may be very simple and easy but I have events in a small town that play like they are supposed to, however when i enter a building within this town they seem to reset and replay. Does anyone know how I can fix this. Thanks.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
34,321
Reaction score
8,755
First Language
German
Primarily Uses
RMMV
you can't - not directly.

loading a new map always resets the event position in the default engine.

There might be a script that allows you to force events into changed positions, but I don't know if it exists for a twenty-year-old engine. Newer Makers have such scripts/plugins but a lot of the RMXP-scripts have been lost over time.
 

TeiRaven

Veteran
Veteran
Joined
Apr 22, 2013
Messages
97
Reaction score
107
First Language
English
Primarily Uses
RMXP
Switches and/or Self Switches would be my go-to in this instance, but knowing what sort of events you're talking about would help too.

For a one-time, self-contained event (like opening a chest) you can use self-switches--there are four of them available (A-D) and they affect only that one event. For example, when you open a chest, you'd have:

Event Page 1, with the closed chest graphic and no conditions:
Call Common Event: [Chest Open]
Show Text: You find 25 gold pennies!
Change Gold: +25
Control Self Switch [A] = ON

Event Page 2, with the open chest graphic, and the condition "When Self-Switch A is ON"
Leave the event commands blank here, or show text "The chest is empty."

This way, the chest will stay open and empty after you've interacted with it. No more infinite chests!

You can use self-switches for anything that's self-contained--if the change to the event is from an outside cause like a quest being started or finished, you'd use normal switches. For example, if you could only pick up party member Gloria after Aluxes is tasked with saving the world, Gloria's event would look like:

Page 1, no conditions, Gloria's graphic:
Show Text: "Aluxes, do you really think you're going to be asked to save the world?"

Page 2, If Switch "001: Save the World is ON", Gloria's graphic:
Show Text: "Someone really asked you to save the world?? I'd better come with you."
Change Party Member: Add Gloria
Control Switch: "002: Gloria Joins" is ON

Page 3, If Switch "002: Gloria Joins" is ON, no graphic
no event commands needed here!


That way, Gloria will not join you until you're asked to save the world, and she'll disappear off the map when she joins your party.

With more information about what you're trying to do, I can give you more tailored instructions--but by and large, Switches are the way to go for controlling when and how many times things happen.
 

GTVenm

Warper
Member
Joined
Oct 26, 2021
Messages
2
Reaction score
1
First Language
English
Primarily Uses
Other
My events are similar to the final example you gave. It's just interactions between characters that relate to a story and is only supposed to happen once. Would this mean I'd need individual switches for every main game interaction?
Switches and/or Self Switches would be my go-to in this instance, but knowing what sort of events you're talking about would help too.

For a one-time, self-contained event (like opening a chest) you can use self-switches--there are four of them available (A-D) and they affect only that one event. For example, when you open a chest, you'd have:

Event Page 1, with the closed chest graphic and no conditions:
Call Common Event: [Chest Open]
Show Text: You find 25 gold pennies!
Change Gold: +25
Control Self Switch [A] = ON

Event Page 2, with the open chest graphic, and the condition "When Self-Switch A is ON"
Leave the event commands blank here, or show text "The chest is empty."

This way, the chest will stay open and empty after you've interacted with it. No more infinite chests!

You can use self-switches for anything that's self-contained--if the change to the event is from an outside cause like a quest being started or finished, you'd use normal switches. For example, if you could only pick up party member Gloria after Aluxes is tasked with saving the world, Gloria's event would look like:

Page 1, no conditions, Gloria's graphic:
Show Text: "Aluxes, do you really think you're going to be asked to save the world?"

Page 2, If Switch "001: Save the World is ON", Gloria's graphic:
Show Text: "Someone really asked you to save the world?? I'd better come with you."
Change Party Member: Add Gloria
Control Switch: "002: Gloria Joins" is ON

Page 3, If Switch "002: Gloria Joins" is ON, no graphic
no event commands needed here!


That way, Gloria will not join you until you're asked to save the world, and she'll disappear off the map when she joins your party.

With more information about what you're trying to do, I can give you more tailored instructions--but by and large, Switches are the way to go for controlling when and how many times things happen.
 

TeiRaven

Veteran
Veteran
Joined
Apr 22, 2013
Messages
97
Reaction score
107
First Language
English
Primarily Uses
RMXP
Pretty much, yup. Switches are a key part of making the game behave the way you want to. Every quest completed, every key found across the dungeon, every unique item bought outside the usual shop menu--all of those will have switches. The journal system I use--switches.

Sometimes you'll have switch that can be used in multiple places--so for example, there might have been an item sitting on a table and you wanted to buy it, but the shopkeeper won't sell it to a fighter like Aluxes. So once that "Gloria Joins" switch is on, you can go back to that shop and the shopkeeper will let her buy that item, because she's a mage.

Variables may also be useful to you, especially if you have interactions driven by a number of things: when you've collected a certain number of an item, when you've visited a certain number of places, when you've talked to a certain amount of people, when you've talked to the same person enough times, etc.

Those three things--Switches, Variables, and Self-Switches--are a huge part of eventing, and really a huge part of using RPG Maker. You'll definitely want to get comfortable with them!
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
34,321
Reaction score
8,755
First Language
German
Primarily Uses
RMMV
Would this mean I'd need individual switches for every main game interaction?
yes - which is why I pointed you to a possible scripted solution.

there are other ways to handle the problem (ones that don't use script or switches), but each of them has a different requirement and disadvantage.
and we would need to know what each event does to point you to a better solution. So unless you have only very few types of events that is a problem because we can't make your game for you by explaining this for every different event in your game.

so either describe what the events on that map do and ask for alternatives handling that, or search for a script to remember event positions on RMXP.
 

Shaz

Global Moderators
Global Mod
Joined
Mar 2, 2012
Messages
44,163
Reaction score
15,541
First Language
English
Primarily Uses
RMMV
If it's only that one event you want to change after interacting with it, use a self switch.
If you want multiple events to do something new after interacting with one event, use a switch or a variable rather than a self switch.

If you have a lot of these, and they are part of the main timeline (ie the player MUST do these things in order to progress), then you could have a single variable to represent the game's status, incrementing it every time something happens that's necessary to the timeline. Then you can make multiple events use the variable to determine when their behaviour should change, rather than one switch for each thing.
 

Latest Threads

Latest Posts

Latest Profile Posts

"16. Do NOT contact other members by private message, on the forum or status feed, inviting them to put additional tools (such as leaderboards, ads, etc - whether yours or another person's) into their game."
Oh no. Necessity is the mother of invention. Do I want to know what happened?
Early WIP for my next entry. Since it's early you're going to need to wait a little longer than usual. What's that? You'll find out in my next update!
12.PNG
20 festive cards can now be unlocked in BiteMe!

The cards are permanent, but can only be unlocked in December!
Once the year is over, you won't be able to unlock the cards, or to upgrade it.
https://johndoenews.itch.io/biteme-storymodeCard141-160-Ad.png
Finally showing some updates again

Forum statistics

Threads
117,183
Messages
1,105,256
Members
153,311
Latest member
Seafarer
Top