NPC walk up to Player and display text.

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Donald8274

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Hello, this is the first time I've used RPGMVX and I am having a bit of an issue with one thing. At the beginning of my game, I'd like to have an NPC walk up to my player and have a quick conversation. I have been successful with this up to a point. Here are the steps I have taken and was wondering if anyone could please help me figure out why I am having a problem with it.

Created an event as the NPC.

Chose the animation I would like the NPC to have.

Changed Auto Movement type to: Custom.

Changed the custom to approach the player and then turn the walking animation off.

Changed the trigger to Event Touch.

I have a condition switch named "Opening" that needs to be on for the event to start.

Made it so when the NPC touches the player, it turns on another event switch called "Opening Talk"

Created another event to set up the text and switches.

Trigger set to AutoRun

Made the event switch "Opening" be active.

Made a Conditional Branch for Opening Talk

Made the dialogue.

Made the switch "Opening talk" turn off.

Tested it and the player can not move and after they're done talking, it just loops over and starts talking again.

Any help would be greatly appreciated. Also, thank you for taking the time to read and help.
 

deilin

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Is the character scripted for a scene to walk up, or is it random?

in any case, autorun can be freezing it. Just have it "event Touch", so when the event touches the player, it activates. You will just want the event to walk away a bit, or set a self switch for a new page to not have the event span itself.
 

Donald8274

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This is a scripted event.i changed it to event touch and now I believe it is doing a constant loop through the text because it's popping up over and over very fast with no interactions.  Ah, I see so after the character touches the player back up one space to stop the loop. I just have one question on that, How do I make the character back up after he does start the event?
 
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deilin

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move event, this event

away from player or back 1 step.

in any case, you need to set another switch or self switch on a new page, or take off an event "requirement" to disable the page so the event doesn't chase the character around forever.
 

Donald8274

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Maybe this is a little bit too advanced for me at the moment. I think the way I have it set up isn't going to work correctly. Do you know if there are any tutorials explaining how to complete this process properly?
 

Andar

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Maybe this is a little bit too advanced for me at the moment. I think the way I have it set up isn't going to work correctly. Do you know if there are any tutorials explaining how to complete this process properly?
What you're trying to do is a cutscene, and you're making one of the most common errors for users who never made a cutscene before - you're spreading the commands on different event, requiring a completely unneccessary and complex coordination between them.

Here is a short description on how to do it better:

1) you make one autorun event for controlling the entire cutscene. All other events will only be there to provide sprite pictures, but not contain any commands or moveroutes of their own.

2) The autorun event uses moveroute commands on the other events to move them around, and then text commands with the correct faces to make it look as if those events were talking to the player - neither of those commands should be on any of the NPC events.

3) After the scene is completed, you switch off the autorun by switching it to a different event page (which has no autorun), because an autorun always loops and always blocks player movement.

That said, your biggest problem most probably appeared because you didn't really understand the different functions of the triggers - like that autorun blocks player movement and that both autorun and parallel loop indefinitely unless switched off.

You can follow the link in my signature, that is a starting point listing a lot of tutorials and basic information and tips about RM.
 

Shaz

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Autorun events loop by default. You have to turn on another switch and have another page that's NOT set to autorun, in order to end it.


But you're going the long, ugly, and error-prone way about things. Take a look at this blog post for a better way. It works for both Ace AND VX.


Basically:


Create your NPC event with its graphic.


Set trigger to Autorun.


All other settings are left as default (no change to walking/stepping animation, through, autonomous movement).


In commands, have Set Move Route (this event) (Wait for completion) to move the NPC to the player. Just use the Move command - don't mess around with walking/stepping animation like you've done. Make sure Repeat is OFF.


Add the dialogue - to the same page of the same event.


Turn on a switch or self switch.


Add a new page on your NPC.


Set the condition as that switch or self switch.


Give it the sprite if you want the NPC to still be there (if they're joining your party, you'd leave it blank).


Leave the trigger as Action Button, everything else as it is by default.


Add whatever event commands dictate what happens when you talk to the NPC after the initial 'cutscene'
 

MMO

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You need to erase the event at the end of the current event commands, so that it will not loop again.
 

Shaz

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Student, 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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