Need some help with global switches

Eginor

Villager
Member
Joined
Aug 31, 2015
Messages
10
Reaction score
0
First Language
English
Primarily Uses
Hey,

Sorry for another vague title. I'm not really sure how to phrase it.

As far as I can tell I'm really not understanding global switches. 


Basically what I'm trying to do is have an event in place, but I don't want it to be able to be activated by the player until certain requirements are met. Then after that I'd like to be able to "pick" the table back up and have the event work again.

Here' a screen shot I wrote on  :)   Also this isn't what my game is going to look like in the end! I'll be making my own art in the end.

I just haven't been able to figure out what I'm doing wrong! Whenever I place the event, pretty much no matter what I do, I can activate the event if I'm standing in front of it. 
I only want it to be able to be activated if the table in the picture is "placed" in front of the crate.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,675
First Language
German
Primarily Uses
RMMV
Please show us screenshots of your events - only then we can check where you made a mistake.


Please include all event pages of all events that you want to connect with the switches.
 

Eginor

Villager
Member
Joined
Aug 31, 2015
Messages
10
Reaction score
0
First Language
English
Primarily Uses
I experienced a slight computer crash and I hadn't backed up my project save so I remade all of it, but couldn't remember what I was doing to try to figure out the global switches so I don't have anything on that anymore.

Okay this is the event that lets me pick the table up, the second page is just the self switch. I probably didn't need to include the blank page, but just in case I did for both.



This is the crate event that let's the player "climb" up to be able to search the crate. I haven't made the search event yet. The second page is only the table graphic, placing it right below the crate. 
My most recent guess is that I'd be able to edit the second event page and because I placed an event in front of the crate I could just use that for what I want?


 

Chiakscare

Resident Tifaholic
Veteran
Joined
Jul 24, 2014
Messages
489
Reaction score
148
First Language
English
Primarily Uses
I'm still confused on what is you're wanting to do here; the first post is a bit all over the place.

Are you saying you can go on the box at any point without the table, or pick up the table at any point and you want a restriction for picking up the table. x.x
 

GrandmaDeb

Modern Exteriors Posted!
Veteran
Joined
Apr 25, 2012
Messages
4,467
Reaction score
2,942
Primarily Uses
May I point out that since crate_event has no graphic on the first page no one will know the place where the table is supposed to go?


If the first page had a little indentation shadow in the shape of a small circle similar to the bottom of the table, and the messge "I can climb to the top" was lengthened to include more information to the player, like "Hmmm, it looks like something can fit here" you would have happier, more successful players. =]


Second, you really should put the table down before you move your player onto it. =] I am assuming that is what the transfer event is?


AND.... we need to see the event you are trying to activate after you put the crate down.


I think you needed to set a global switch for that?????
 
Last edited by a moderator:

Eginor

Villager
Member
Joined
Aug 31, 2015
Messages
10
Reaction score
0
First Language
English
Primarily Uses
I'm still confused on what is you're wanting to do here; the first post is a bit all over the place.

Are you saying you can go on the box at any point without the table, or pick up the table at any point and you want a restriction for picking up the table. x.x
Sorry I'm not very good at explaining things sometimes. I'll try to make it clearer.

I'm wanting to restrict the player from activating an event until the table is placed in the correct spot. I go into it some more in my other answer.

I don't want to restrict the table. The player can carry it around with them if they like :D

May I point out that since crate_event has no graphic on the first page no one will know the place where the table is supposed to go?

If the first page had a little indentation shadow in the shape of a small circle similar to the bottom of the table, and the messge "I can climb to the top" was lengthened to include more information to the player, like "Hmmm, it looks like something can fit here" you would have happier, more successful players. =]

Second, you really should put the table down before you move your player onto it. =] I am assuming that is what the transfer event is?

AND.... we need to see the event you are trying to activate after you put the crate down.

I think you needed to set a global switch for that?????
It took me a while to figure out what you were talking about with the crate event. Sorry I didn't make it clearer. I have the crate sprite placed on the map and I'm just overlaying an event on it. 

I also tried to keep the players in mind with the message in the crate_event saying "I can't reach the top. I need to find something to stand on." if you don't have the table in your inventory. 

If there's a better way to do either of these things I'll try it of course.

Also yea, the transfer event is to put the table down, the reason I have it in that order is because when the screen fades back in, the player and table are on the same tile, then the player suddenly get's transported back one space. But with it in this order the player moves back but when the screen fades back in the table appears out of nowhere. I haven't been able to figure out how to get it to happen faster, or make the screen fade last longer.

I think what is getting people confused is that I want to be able to set the table down and then activate the table for the player to "climb" on it (get transported one spot above it. I haven't figured out a better way to do it). The reason I want this is because I want it to be repeated for other crates. Also other events, such as climbing up to an opening in the wall and peaking through.

So the player can search the crate, get down, pick up the table and do it again.

My main problem with this is that I need an event where the table is going to be (as far as I understand. I'm sure there's a simpler way to get what I want done). So the table can be activated and "climbed" on. But I can't figure out how to make the event NOT activate until the table is placed. 

This is a quick version of what I want to happen. Of course I'll add something to let the player climb down and pick the table back up  :)

But for right now I can't figure out how to make this event not able to activate until the table has been set down.

If anything is still unclear I'll explain the best I can :)
 

Bex

Veteran
Veteran
Joined
Aug 2, 2013
Messages
1,492
Reaction score
408
First Language
German
Primarily Uses
RMMV
Didnt read all but maybe: Just let it be Activated. But than you make

a Conditional Branch if Table is in Place or not. And if Not, than let it do Nothing.

Else case do the whole Activation stuff.
 

Eginor

Villager
Member
Joined
Aug 31, 2015
Messages
10
Reaction score
0
First Language
English
Primarily Uses
Didnt read all but maybe: Just let it be Activated. But than you make

a Conditional Branch if Table is in Place or not. And if Not, than let it do Nothing.

Else case do the whole Activation stuff.
That's part of the issue. I'm not sure how to do that. I'm not sure how to make the game realize that that particular square has changed into the correct sprite.

I understand the use of the conditional branch. That's probably how I started out working on it :)

Also, sorry my other answer post is so long. I was trying to be as descriptive as possible, but didn't realize just how much I had written.
 

Bex

Veteran
Veteran
Joined
Aug 2, 2013
Messages
1,492
Reaction score
408
First Language
German
Primarily Uses
RMMV
Now you are giving the important info to help ^^

you should look where you are changing that tile to another.

in that code you could turn a switch on. and the other event could conditional branch that switch.

or the door event itself checks the coordinates of the table event and if they are equal to the place you want him to be, you can do your stuff.

Conditional Branches and coordinates should be in the starter tutorials, sorry dont have a link at the moment.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,865
Messages
1,017,059
Members
137,575
Latest member
akekaphol101
Top