Events not linked and jumping?

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ScreamingLadybug

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Alright so... I created a psychic/fortune teller tent on one of the outside maps. The first time you go in, you are introduced to the teller who moves down to the table which is sitting in the middle of the room, and you are given your horoscope, etc. Once you leave the tent and go transfer to the outside map, you can go back in (entering a copy of the first, but with less events). You are supposed to talk to her while she sits at the table on a stool. Instead of this, she is standing where she was in the first part, even though I had the event box at the table. She is on an event that is started with the Action Button. When I click on her, she jumps to the table position... I tried keeping her in the right place by using the Set Event Location and put it on the same square. I also tried using switches, and Conditional Branches but nothing works. There is an end event on the first map which starts only after you are done talking to the teller, and a switch to turn on the next map (the copy) when leaving through the door. I made sure to have a switch go on when entering the copied tent map, so that it would be sure to use the right dialogue and map. Now, I never tried going in, leaving, and going back into the copied tent, but while I was writing this last night, the teller popped into her position at the table the second time I walked inside... So it's like there is a between map where the two maps are joined?? I'm so confused... If you know how to fix this please write back to me~
 
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Bex

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Sounds like complicated Eventcode.


I would recoment to Event that from Scratch. In my first Days i also somehow ended up using very complicated ways to archieve something.


But most times it is possible to be done easier.


So can you tell us what  you want to archieve in terms of what will the player see and expirience.


Maybe we can come up with a shorter solution for you.
 
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Shaz

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When a map is loaded, events are placed where you put them in the editor.  If you use a move route to move an event to a different location, it stays there only until you leave the map and return.  If you want her to stay on the map, you have to either use two events - one standing, one sitting at the table, and use a switch to control which one is visible at any time, or you have to have a parallel process event that moves it to the new location after the 'event' in your game that says she should now be at the new location.  This parallel process event should be a different event - not a page on your fortune teller event - that checks if the condition has been met, and moves her.  At the end - whether the condition was met or not, it should erase itself.
 

Astfgl66

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We can't really help you more than that unless you provide screenshots of your events.


Although Shaz provided leads, if you gave us screenshots of your events pages and conditions it would help a lot to see what can cause this behaviour.
 

ScreamingLadybug

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Sounds like complicated Eventcode.


I would recoment to Event that from Scratch. In my first Days i also somehow ended up using very complicated ways to archieve something.


But most times it is possible to be done easier.


So can you tell us what  you want to archieve in terms of what will the player see and expirience.


Maybe we can come up with a shorter solution for you.
Uuuh yeah but there's alot going on, and I covered most of it in my first post.


When you first transfer to the Outside map, and go into the Fortune Teller Inside Map, you are first directed into the Original. When you enter and take 1 step, the Fortune Teller, Genieva (put under the event as Genieva Original), will look over at you with the switch that was turned on when you took that first step (Genieva 1). She will talk to you before taking a step to the table that is in the middle of the room. She will then ask you to sit down. That is when you are able to move again, and the next switch (called 'sit down') to continue the next portion of conversation is on the seat across from her. Once you stand on top of it, there is some tinting effects, flame effects and an effect for her crystal ball which all turn on, before she proceeds to the choices of our horoscope, hints as to what to do next, etc. You can go through all the choices before stopping the conversation, turning off all the extra switches for effects. There are also multiple clickable items around the inside of the tent with their own descriptions, such as a book, statues, and a bell. If you click on the book (full of ancient scriptures), she will turn to you and ask if your interested, but will tell you you need to be a bit older. I want this book to be an event that always happens. Now that your done in the tent, you can leave.


I don't want the whole thing to start over again if you choose to go back inside. Instead, you will transfer to the copy of the same map, not the original with a switch on the door called Genieva 2 (which can only be opened if a certain switch in the original is off). When you walk in, the Genieva 2 switch will make sure that you enter the right map, and the tent looks exactly the same but with the Genieva Original swapped with Genieva Copy. Most if not all the coding is different (excluding the clickable items and the book which do not interfere with the Genieva Original or Copy). (This is where I'm having trouble>) The Genieva Copy will be sitting at the table, and her event will only start if you click on her with the Action Button. She will ask if you'd like to know your Light/Dark Levels, and if you have any questions. That's all. After you're done talking to her you may leave, and you will only be able to enter the copy map (on this map only). I'll be having her tent in different locations as she's a traveling Fortune Teller.


I hope this helps paint a better picture
 

bgillisp

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Sounds like you need variables to track your progress then. If you did that you could avoid all this multiple map stuff that is (probably) complicating things.


What I do:


Pick a variable, and name it. When you are done in the tent the first time, set the variable to 1 (you can put this on the transfer out event, with a condition check, variable == 0 if true, set the variable to 1). Then, when you go back in, make new copies of the events and set them to only run if the variable is >= 1 (under conditions on the left side of the event). And, if they happen to be in the same spot as before, you can set them up as page 2 of the same event (remember, highest numbered valid page always runs).


If you need more than that though, you're going to have to post the screenshots, long list of events or not. We can only really guess or offer suggestions without them, which may or may not be helpful.
 

Bex

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Can it be that your char never got teleported to the seccond map? And that he got teleported back to the first map,


but thatone behaved strange cause some of the values for eventpages are not back to 0 like at the start.


Make a Visble change in one of your Fortune Teller Maps and see if its the mentioned above thought of mine.
 
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Shaz

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Show screenshots please.  You might think you provided enough information, but descriptions rarely include everything necessary, whereas a screenshot gives us everything we need to know in a format we're familiar with, so no need to search wall of text for useful info.  Also consider - if you can't solve the problem, then how can you know what information is necessary and what isn't?  If you really knew what info you needed to provide, then you would also be able to isolate the cause yourself, since you supposedly know exactly where it is.


From what I've read (and I didn't read the wall of text, just what's in your first post), you can accomplish it all with just a single switch.
 
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ScreamingLadybug

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Show screenshots please.  You might think you provided enough information, but descriptions rarely include everything necessary, whereas a screenshot gives us everything we need to know in a format we're familiar with, so no need to search wall of text for useful info.  Also consider - if you can't solve the problem, then how can you know what information is necessary and what isn't?  If you really knew what info you needed to provide, then you would also be able to isolate the cause yourself, since you supposedly know exactly where it is.


From what I've read (and I didn't read the wall of text, just what's in your first post), you can accomplish it all with just a single switch.
... okay. It'll be a while so hold on
 

ScreamingLadybug

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Okay I got all the screenshots for all the events and such.
 
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ScreamingLadybug

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Can it be that your char never got teleported to the seccond map? And that he got teleported back to the first map,


but thatone behaved strange cause some of the values for eventpages are not back to 0 like at the start.


Make a Visble change in one of your Fortune Teller Maps and see if its the mentioned above thought of mine.
The player should be since I have it in the coding for the door. But I'll try the visible change thing and get back to you.
 

ScreamingLadybug

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The player should be since I have it in the coding for the door. But I'll try the visible change thing and get back to you.
Nope, I somehow made it worse. It won't even go to the copied map anymore lol
 

bgillisp

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Why do you transfer the player 2x? You have the player get transferred, then transfer them again if the switch is on, that is bound to cause problems. Plus, the player can see everything until that 2nd transfer happens. And, also, you should *never* have code after a transfer event, as there is no guarantee it will be executed.


Basically, many places to clean up this code. Here's what I'd do:


First entrance, just transfer the player. Don't check for switches, don't use any map but the Gypsy Tent, as unless there is another way to get to the tent, you don't need to turn on any switches or anything. Just transfer the player. That's it for the event. Don't put any other code in that event.


Now, on the tent map, put all your code for the first scene when you meet the lady. Put this as an event that is an autorun, and put in there all move routes, etc for the scene. Turn off the autorun with a switch set to ON (do not use a self switch, for reasons you'll see below), and on page 2 of the autorun event, set that page to action button, run if that switch is ON, and make it blank.


Finally, any objects that are supposed to be in different locations, set them to show only when that switch is on (the same one we used to turn off the autorun). You can set that in the conditions for the event (left hand corner). For objects that need to show before the switch is on, set them with page 1 no conditions, page 2 is blank and set to run when that switch is ON.


This would clean it up, and get it all done with 1 switch, and one less map.


Now, side note: If you intend to do many events with this gypsy later on, you may wish to use a variable instead of a switch (set it to 1 after the meeting scene to simulate ON). It'll be cleaner and easier to use in the long run.
 
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Kes

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James Gonzolo, please refrain from necro-posting in a thread. Necro-posting is posting in a thread that has not had posting activity in over 30 days. You can review our forum rules here. Thank you.
 
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