I want an event to begin after another ends

Grendel

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Okay, I am about 10000% certain that this is one of the easiest fixes possible.

I am new to this site (I have had this account for a while, but haven't done much with it.)
I recently purchased the full RPG Maker VX Ace program and I am working on a short game just to get used to it.

Basically, what I want is for one event to start after being triggered by the close of another. Pretty sure I need to work some magic with switches/variables.

This is what I have:

1.png


While the main character (Ellie) is talking to herself, the other (Ruby) is walking into her room. The walking and text are working at the same time and that's what I want.
But, I only want Ruby to address Ellie once she's made it into her room, because that just makes logical sense.

So, thinking that this needs a switch, that's what I try to use. I set the Ruby Walk switch to ON and, on the second page of the event I write this...

2.png

But, it's not working how I want it to work...

Again, probably an easy fix...

And, again, sorry if this is in the wrong place, or already answered, still learning the ropes!
 

Capitán

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This can be done easily y controlling a switch, at the end of your event turn on a switch that is required for your second event.

I recommend you view some tutorials in the tutorial section.

Example:

Set up your first event like this:



Then your second event:

Set Trigger to autorun (forgot about that) Erase event stops the ENTIRE event.
 
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Soul

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Take out the "Erase Event" Command. Try it then. I'm assuming those pages are from the same event. Having the Erase command where it is, will kill the event entirely, which is why the next page isn't showing. It's because those pages share the same event - which get erased by the command.
 
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bgillisp

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You can also use variables. If this scene is key for the plot, you can have it set a variable to 1 when the first scene is done, then use another event (set to autorun) that runs when that variable is >= 1. Tad less messy, though you have to make sure to turn off the autorun when it is done, or the game will be stuck in an endless loop!
 

Andar

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while it can be done by switches and variables, that would be a bad way to handle a single cutscene.


ALL commands of a single cutscene should be in a SINGLE event (preferably one that has no sprite and no other functions), and the events pretending to be the NPCs (both ruby and ellie) should have no commands and be controlled by that single event.


What's stopping you from placing the next command under the existing ones, without using any switches at all?
 

Grendel

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This can be done easily y controlling a switch, at the end of your event turn on a switch that is required for your second event.

I recommend you view some tutorials in the tutorial section.

Example:

Set up your first event like this:



Then your second event:

Set Trigger to autorun (forgot about that) Erase event stops the ENTIRE event.
I have set up the events like that and the second one is still playing before the sprite has stopped walking. I'm afraid I forgot to mention that this is supposed to be a cutscene, the opening scene of the game. I'm not sure if that makes a difference.

Take out the "Erase Event" Command. Try it then. I'm assuming those pages are from the same event. Having the Erase command where it is, will kill the event entirely, which is why the next page isn't showing. It's because those pages share the same event - which get erased by the command.
I took out the erase event and it helped, but didn't solve the complete issue. Thanks for point that out!

You can also use variables. If this scene is key for the plot, you can have it set a variable to 1 when the first scene is done, then use another event (set to autorun) that runs when that variable is >= 1. Tad less messy, though you have to make sure to turn off the autorun when it is done, or the game will be stuck in an endless loop!
I've also tried this and it isn't working :(

while it can be done by switches and variables, that would be a bad way to handle a single cutscene.

ALL commands of a single cutscene should be in a SINGLE event (preferably one that has no sprite and no other functions), and the events pretending to be the NPCs (both ruby and ellie) should have no commands and be controlled by that single event.

What's stopping you from placing the next command under the existing ones, without using any switches at all?
When I want the next few message windows to pop up it has to be AFTER the NPC has stopped walking. Right now, the NPC continues to move during the message windows. This is something that I want, but only till a certain point. 

Thank you all for replying to this, and sorry if I'm being confusing or just stupid. Still learning.

I'm going to mess around with it a bit and then get back to you.
 

Soul

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This can be done easily y controlling a switch, at the end of your event turn on a switch that is required for your second event.

I recommend you view some tutorials in the tutorial section.

Example:

Set up your first event like this:

Then your second event:


Set Trigger to autorun (forgot about that) Erase event stops the ENTIRE event.Remember: Spoilers are our friend with big pictures. >.>

As for tutorials, I'd recommend Andar's: http://forums.rpgmakerweb.com/index.php?/topic/14727-a-starting-point-for-new-users-v11/

And could you better describe what you want to have done in the cut-scene? It'd be waaaay easier to help if you told us what you want to have done exactly.
 
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Andar

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When I want the next few message windows to pop up it has to be AFTER the NPC has stopped walking.
For that, the set move route command has the checkbox option to wait for completion - if you check that, the next command on the event will only be started after the move route has finished.
 

bgillisp

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If the text is running while the NPC is walking, that means you didn't check wait til completion on the move route that sets the NPC's movement. The easiest way to do that is this:

(all in your master event controlling your intro cutscene)

-Event stuff

-Set move route for the NPC when you wish her to move, check wait til completion. The event will halt all processing until they are at the destination.

-Rest of event stuff.

No need for switches or anything then. Also, this means  you don't need my variable idea unless you wish to use it to turn off your intro event.
 

Soul

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When I want the next few message windows to pop up it has to be AFTER the NPC has stopped walking. Right now, the NPC continues to move during the message windows. This is something that I want, but only till a certain point.
To help you with your cut-scene, please explain when you want the NPC to stop moving. Mid-sentence or at the end of a text-display? If it is the latter option, go with what bgillisp said.
 

Grendel

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Thanks again for all the help, sorry if I'm being a little difficult ;w;

@Soul- I'm gonna try to explain as best I can!
 

I want these two things to be happening at the same time:

Ellie talking to herself, standing stationary in her room, and then Ruby walking down the hallway to speak to her.
 

Kes

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Except your description makes it sound like these are not happening at the same time, because you say Ellie talks to herself ... and then Ruby walking down the hallway.

If you want them simultaneous, you have to set the move route without checking the Wait box. Put Ellie's dialogue immediately afterwards, and that will happen while Ruby is walking.  What you cannot control for is how long the dialogue will be on the screen, because some players will read more slowly than others, but unless your dialogue is very long, or your move route is very short, Ellie will finish before Ruby gets to her.

If Ruby is arriving too soon, then that means you probably have several dialogue boxes - in which case, drop the move route in between them at an appropriate place.

You say that you want Ruby to walk only up to a certain point.  That is for you to juggle the starting time of your move route.  Only you can determine how much walking time is needed.  The whole process will be trial and error while you shift that move route from one part of the dialogue sequence to another until the timing is correct.
 
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Grendel

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Okay, thanks! That cleared it up!

Sorry about the description being confusing.
 

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