I think I broke something again. Event help is needed!

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Inmento Riku

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So you'll see in the spoiler below the events I created with switches and what's supposed to happen and the priority and how it runs and etc.

However when my character approaches it and hits the action button, Z, it does nothing.

I'm thinking I just added in something I shouldn't have and that broke something.

At first I thought it was a priority issue...nope.
Change the location of the event by one square so you'd be standing on it instead of facing it...Nope.

Now I am stumped.

Maybe someone can view the screenshots and tell me what I did wrong?

Also not sure if I need a screenshot of the cutscene that's supposed to play once the 6th switch is active. If I do I'll add it.

Zephyr.pngShylo.pngChris.pngAlara.pngUnknown.pngSister.png
If needed....here's a screenshot of the cutscene event that's supposed to play once the 6th switch is active. (And so far the cutscene works)

Desktop 2015-06-10 12-54-12 PM-386.png
So yeah.

The 6 graves do not work but the cutscene does...(I create the graves first...saved tried nothing. Created a copy of the map deleted the graves and added the cutscene...it works. Deleted the copy.)

Anyone know either how I can fix it?

Or what I should do to make it work?

 
 
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Soul

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You need to do one of the following for each of those events:

A )  Insert a Conditional branch, that checks if whatever the switch needed is on (Leave the box that is checked alone). Put your textbox and the switch-on command below it but above "Else" (You'll see this so long as the box is left alone).

B )  Make a new page, copy event page one, go to page 2, select "Paste Event Page" and then delete page 1. In that order, the event should work.

Personally, I go with option 'A' unless an event needs multiple pages. In the Else handle, you can have other text and whatnot. Or nothing. Option A should work even if you un-check the box. But, it's harmless to leave checked.
 
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seita

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A screenshot of your map with the events on them would be ideal too.
 

Andar

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Tip for testing: give those events sprites, so that you can see if the events are active or not.
 

Shaz

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+1 to give them sprites. Making the player use action button on an event that has no sprite is not good - unless you've mapped something that will stand out to them. In that case, you can give them a sprite from the tileset (if it's a B-E tile). Or from a character set, but you'd probably want to check the Direction Fix button to stop the images changing when you approach them from different directions.


You didn't indicate which event has the problem - the first one? All of them? Just one or two in particular?


Some of your events have Same as Characters for priority, some (at least one) has Below Characters. When an event has Same as Characters and is triggered by Action Button, you must be standing one tile away from the event and facing it. When an event has Below Characters and is triggered by Action Button, you must be standing ON the event.


So at least one of your events will require the player to be standing directly on it, while the others will require the player to be standing in front of or beside it.
 
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Inmento Riku

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You need to do one of the following for each of those events:

A )  Insert a Conditional branch, that checks if whatever the switch needed is on (Leave the box that is checked alone). Put your textbox and the switch-on command below it but above "Else" (You'll see this so long as the box is left alone).

B )  Make a new page, copy event page one, go to page 2, select "Paste Event Page" and then delete page 1. In that order, the event should work.

Personally, I go with option 'A' unless an event needs multiple pages. In the Else handle, you can have other text and whatnot. Or nothing. Option A should work even if you un-check the box. But, it's harmless to leave checked.
So I should've used a conditional branch...got it. Thanks....Although I was just go a step easier and make it give the character an item which the cutscene takes away...but branching should work better..thanks.

A screenshot of your map with the events on them would be ideal too.
I'll keep that in mind. I will edit that in..right now though, I'm headed to bed.

Tip for testing: give those events sprites, so that you can see if the events are active or not.
I set the event on a map-graphic that was already there. I know text works that way...so I maybe just missed something

+1 to give them sprites. Making the player use action button on an event that has no sprite is not good - unless you've mapped something that will stand out to them. In that case, you can give them a sprite from the tileset (if it's a B-E tile). Or from a character set, but you'd probably want to check the Direction Fix button to stop the images changing when you approach them from different directions.

You didn't indicate which event has the problem - the first one? All of them? Just one or two in particular?
1: It was already on the map...but I'll look into adding a graphic...which helped a broken cutscene of mine...made no sense but whatever O.O *Shoulder shrug*

2: I thought it was obvious...however, I should always be as specific as possible, sorry. It was all of em.

When I wake up tomorrow I'll try everything, quote the one that worked the best, and then get this thread solved.

For now my friends,

Allonsy!
 

Andar

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I set the event on a map-graphic that was already there. I know text works that way...so I maybe just missed something
No - both you and Shaz have missed what my suggestion was about.
You have active conditions on single page events. If those conditions are not fulfilled, the events will not exist on the map - and because they have no sprite, you cannot even see if you try to activate a non-existing event.


Place some sprite in all of them - only for testing, not for the game itself.


If everything works as intended you'll see only one of the sprites, and the next sprite/event will only appear/become active after you triggered the previous one with its conditions.


If you never see one of the sprites, you'll know that that condition never comes true - if you see more than one from the beginning, you'll know that that event's switch was triggered before the player approached.


Because I suspect that some of the switches are triggered from somewhere else, and you need to find out when which switch is triggered.
 

Shaz

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I got what you were about.


The first event had no condition, so it should have been active. Then it, and all the subsequent events, turned on a switch that made the next one become active. So the first event should have worked. That is why I asked whether it was just one of them or all of them.
 

Soul

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When I wake up tomorrow I'll try everything, quote the one that worked the best, and then get this thread solved.

For now my friends,

Allonsy!
Don't try everything that was suggested at once. Just saying, in case it needs to be said. And I use empty-graphic events all the time, due to having something on the map already, too. You don't really need to set a graphic if you have a tile that is the graphic you would use anyway already on the map. It can make organizing easier, as well as any changes you might make to the map later on. Easier to move it and focus on the area around it. Lil perception trick.
 

Inmento Riku

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Don't try everything that was suggested at once. Just saying, in case it needs to be said. And I use empty-graphic events all the time, due to having something on the map already, too. You don't really need to set a graphic if you have a tile that is the graphic you would use anyway already on the map. It can make organizing easier, as well as any changes you might make to the map later on. Easier to move it and focus on the area around it. Lil perception trick.
That's what I was using in earlier pages and it worked.

However adding a graphic to the events, seemed to work oddly enough.

The map itself was weird...it already had a graphic in it that I so wanted to use....but oh well.

It's working now.

Now all I have to do is try to make an auto-run event work after I fulfill a conditional branch.

Time to get confused.
 

Andar

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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