Linking two events (or event with a terrain tile)

Ruinous_Bear

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Yes I am back again so soon (did go through the tutorials and learned a lot but this problem wasn't covered).

This time I created a quest with an NPC behind the prison gate (which is 2x4). Due to this, I cannot actually interact with the NPC (the pirate hat) to start the quest. I have tried setting it up such as interacting with a shopkeeper but that brings up an issue when using set event location to where I want it to be, the sprite simply pops into existence which isn't what I want to have happen.

In regards to the pictures, I don't have a switch on the gate since I couldn't find one to link the one I have on the gate and the NPC nearby who has all the actions in it. The red boxes in the final image is where I am trying to get things to work (the gate is where the event would start but the box above it is where the NPC would just magically appear).

I did mimic the best I could off another quest in regards to the events so at the moment, it is simply the gate and magically appearing sprite that is the issue.
 

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Heirukichi

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using set event location to where I want it to be, the sprite simply pops into existence which isn't what I want to have happen.
Your post does not mention what you are trying to achieve though. All I can see is your event with a move route inside, and I cannot see how the gate works. Usually, besides self switches, every other switch is shared between events (technically even self switched are shared) so you can use them in two different events. That is how you have them interact with each other.

To help you more, we need more information.
 

Ruinous_Bear

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I think you might have just answered my question with the whole every other switch is shared between events.

First ill explain the pictures a bit better since I should have marked them.

The first three is the NPC (the pirate hat) that starts the quest. All that is shown is the entire event played out (there is another NPC who gives you the key but he is working fine). The fourth picture is simply the event on the gate since you can't reach the NPC himself to do the quest. The last picture shows where the NPC magically spawns if I use the event on the gate in front of him.

What I am trying to achieve is starting the quest with the NPC which send you to talk to the guard. Once you get the key, the NPC thanks you, rewards you, and runs out (which is the reason for all the move routes).

The two problems I have run into is a.) You can't reach the NPC cause the gate(s) and B.) If I do use the event on the gate and the switch to start the quest (along with event placement), the NPC just appears out of no where which isn't what I want.

From the sounds of it you said I could use one switch from one event with another. Though I wonder if you mean in terms of event pages or between two separate events.

The idea that I had in mind was putting the NPC with all the actions done already in that spot behind the gate. I would create an event on top of the gate and hope to use a switch to activate or run everything from the NPC nearby (if that is even possible). In a sense, the event on the gate is literally just to run everything else on the nearby NPC.
 

Heirukichi

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From the sounds of it you said I could use one switch from one event with another. Though I wonder if you mean in terms of event pages or between two separate events.
As long as it is a normal switch it makes no difference, you can share it between event pages and between different events.

I don't particularly like your last solution since it does not give you enough control over your event and it also means having more events taking part in the cutscene. As a general rule of thumb, it is better to have a single event handle the whole cutscene and move other events. This allows you to easily keep track of which event does what during that cutscene.

By the way, what do you mean by "the NPC just appears out of nowhere"? At least to me, using the gate event as the trigger for the whole cutscene looks the best option, no matter how you look at it. You interact with the gate, the prisoner moves close to it, the dialogue starts, you move the prisoner back and activate a switch to allow the player to get the key. If the player has the key the same movement happens, but a different dialogue appears.

Once you open the gate with the key, you can simply move the character one step away from the gate (it does not matter in which direction as long as it is not inside the gate) and start your move route. To be honest, the whole cutscene only needs a single conditional branch, and the only event that needs to check that switch is the guard with the key.
 

Ruinous_Bear

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By the way, what do you mean by "the NPC just appears out of nowhere"?
The best way I can explain it is this.

On the gate with the first page, I don't have a graphic cause if I did, the sprite would be on the gate itself (making it look odd). I add the set event location and the switch on the first page, make a new page, and on the second page I add the sprite graphic since the new spot is now determined, and that is when the sprite (after the event is running) appears out of no where. I really can't explain it better than that.

At least to me, using the gate event as the trigger for the whole cutscene looks the best option, no matter how you look at it. You interact with the gate, the prisoner moves close to it, the dialogue starts, you move the prisoner back and activate a switch to allow the player to get the key. If the player has the key the same movement happens, but a different dialogue appears.
I thought of doing that (and maybe I am overthinking it) but the issue I thought I would run into is this sounds like the sprite needs to be off screen for this to happen. The dialogue I can handle (since a tutorial I watched pretty much has it set up that way for many NPC's behind counters for shops). It is the sprite and movement that keep popping up (such as the sprite just appearing if I set the graphic on the second page over the first and I can't just use a move route on something with no graphic). I am hoping I can do this cutscene with the prisoner on screen nearby.
 

Heirukichi

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I still don't see your point...you can just leave events as they are (from a graphical standpoint) and have your gate event move the prisoner event. The "Set Move Route" event command allows you to move more than just event you use to call it.
 

Ruinous_Bear

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The point I am trying to make is that I don't understand how to make that work (or at least connect the two separate events) in a way that I can use the sprite (and the events already created) by the prisoner pre-set in a spot. Unless I use a graphic, the sprite can't be seen doing the move route.

You say that I can leave everything as it is (assuming you mean leaving the gate graphic empty) and using a move route event with the gate to start the separate prisoner event but I have no idea how to do that. If I talk to the prisoner without the gate being there it all works fine but it isn't what I am aiming for.

Edit: I got close to getting it done. I was able to get the NPC to run to its spot but now another couple issues come up.

a.) The sprite doesn't vanish even when in move route when reaching the red stairs, despite transparent being the last action to run in the move route.
b.) On the third page with the move route, my character cannot move or open menus if the prisoner event is set to auto-run (without wait for completion checked) and vice versa. Having both action/wait for completion activated simply makes the NPC walk into the wall. From what I searched it tends to be an auto-run problem but the prisoner is the only event with the auto-run feature going and the self-switch doesn't seem to help.
 
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Heirukichi

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The self switch does nothing on its own, you have to create a blank page that triggers when that self switch is on. The same applies for the graphics. If the event skips the move route because the path is blocked, using a self switch to trigger the new page is sufficient.

However, I meant leaving everything as it is right now but with the gate having graphics. The player interacts with the gate and the cutscene is triggered. There is no need to leave the gate blank if the prisoner starts inside the jail.
 
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Bex

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ups sorry i missread the problem....

Edit1:
1.
Autorun: It is used in Cutscenes, the Player cant Move with direction Keys while it is running.
Paralell works the same, but the player can move and more than one of those can be active at the same Time.
- I believe you need non of them for the current NPC.
2.
I dont understand why you want to change the Event without graphic on that bars, into the NPC Graphic. Why? And what happens to the allready visible Pirate?
I believe if we understand this part in detail, that we than can provide a solution which is straight forward, so you have less trouble with future npcs.

3.
Events can not Move over each other until atleast one of them has "Through" marked.

Edit2:
4.
If its just letting a NPC gradually appear, you could do this:
No Graphic on that Eventpage, but autonomous Movementroute Custom like this:
Change Opacity to 0
Change Graphic of your NPC
Change Opacity to 25
wait 20 Frames
Change opacity to 50
wait 20 Frames... continue until you reach 255.
Thatway your NPC gradualy Fades in.

I somehow doubt that this is the Solution, but who knows =).
 
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Shiro-chan

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Maybe I am misunderstanding this whole set-up you want, but:
-make the Gate Graphic 2 events that use the tileset image data
-place the pirate above the upper gate event
-set the lower gate event to "same" height and the upper to "above" height
-put the quest into the lower gate graphic
-if you get the key, the lower gate graphic has a second page with requirement "has item" (your key)
-on that second page, clicking the gate removes the key and sets variable "Pirate free" to 1
-"pirate free" variable=1 is the trigger for the lower event's third page and upper event's second page, both are empty and set "through"
-your pirate talks about thanks from the second page as that is still running, your MC turns left and then 1 step backwards
-pirate runs (moveroute)
-when the pirate reaches the stairs, the moveroute says "through ON"
-pirate does last step, then moveroute makes it "opacity 0"
-finally variable "Pirate free" is set to 2, which activates the pirate's second page which is empty and "through"

Wouldn't that work?
 

Ruinous_Bear

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After a bit of working on it and what Shiro-chan did worked out. I had forgotten that I can change the graphic to be the gate itself.

What took me a few tries was the move route things that Heiru suggested worked out well. What took me some time to understand and get around to working was the name of the move route had to match the NPC itself.

So all is good now and this was a fantastic learning experience for the future.
 

Kes

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@Ruinous_Bear If your query is fully resolved please Report your opening post and ask for it to be closed. Mods might not see a post but they will see a Report.
 

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