Problem with fading out the screen and changing classes of the characters

Qomplainerz

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Hello

firstly I told the program to wait 1 frame to recude the time something is being executed.

Then I told the program to fade out the screen.

But when I test the game I shortly see the player on the map and THEN the screen fades out.

Besides that at the beginning of the game I want to give the player some options to choose from.

1. Are you a boy or a girl?
2. What's your name?
3. Which class are you?

The first two steps worked fine,

but when the player enters 02 for the class monk for example I told the program to change the player class to monk,

but in the game it still says class Sorcerer/mage.

Does anybody know how to fix these issues?
 

Susan

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For the first problem, you would have to remove all actors from your active party and start in an empty map.

For the second problem, you will need to provide a screenshot of your eventing so that people can see that you are doing wrong.
 

Qomplainerz

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Susan

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Could you translate 'Zahl eingeben' for me, please? I need to know what command you are using there. I am guessing 'Input Number'.

You have to set 'Conditional Branches' for your character to change classes according to the variable you input, not control variables.
 

Qomplainerz

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I guess i still made a mistake on the first problem.
Since Eric is the starting party I said Remove party: Eric, Wait 1 frame, fade out screen,

but I still see Eric for a sec when I run the game.

http://imgur.com/50olPXh
 

Qomplainerz

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Zahl eingeben = enter number or input number indeed :)
 

Andar

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Your entire event structure is wrong, and you didn't understand what variables are or how they're used.


Because you didn't set conditions, your actor is changed to every class one after another and keeps the class he's changed to last.


Two suggestions:


Follow the link in my signature to the basic tutorials and learn how to use the event commands (especially the variables guide should be helpfull for you).


If you aren't as good in english to understand the tutorials, go to one of the german boards to ask for help, for example http://rpgmaker-vx-ace.de/index.php?page=CNews
 

Susan

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You have to remove all party members from the initial party by going to your Database [hotkey: F9], and clicking on the 'System' tab. You will see the 'Initial Party' column on the upper right. Remove all party members from there.

The screen will automatically be empty that way, and you can start your event.

So, in your screenshot, you are using Variable 1 for determining your class.

Directly below your Input Number commands, you have to enter Conditional branches according to number inputted. Eg :

Conditional Branch - Variable 1 - Equal to - 0

Enter the command -> Show message 'try again'.

Conditional Branch - Variable 1 - Equal to - 1

Enter the command -> 'Change Class' 'Eric' ' 'Soldier'

Conditional Branch - Variable 1 - Equal to - 2

Enter the command -> 'Change Class' 'Eric' 'Monk'

and so on.
 

Qomplainerz

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Thanks Susan....

The Program writes this automatically....
Conditional Branch - Variable 1 - Equal to - 1

Enter the command -> "Change Class" "Eric Soldier"

Otherwise... (I can't remove this)

Shall I put the 2nd conditional branch between  "Change Class" "Eric Soldier" and "Otherwise" or where cann I add my 2nd, 3rd, condition exactly?

Or can I add "Enter the command -> Show message 'try again'." after otherwise?
Yup, I admit, I am new to RPG maker and also new to making games in general.
 
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Susan

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I apologize for not being able to upload a screenshot for you to view easily.

The 'Else' condition can be removed by unchecking the small box near the bottom of the 'Conditional Branch' window, just above the 'OK' and 'Cancel' buttons.

You can actually insert the subsequent branches in each 'else' condition, however I prefer to remove them.

Following the example I gave, your event page will look something like this :

@>Input Number : [0001], 2 digit(s)

@>Conditional Branch: Variable [0001] == 0

      @>Text: -,-, Normal, Bottom

      @>       : Try again.

      @>

: Branch End

[SIZE=13.63636302948px]@>Conditional Branch: Variable [0001] == 1[/SIZE]

[SIZE=13.63636302948px]      @> Change Actor Class: [Eric], [soldier][/SIZE]

      @>

: Branch End

[SIZE=13.63636302948px]@>Conditional Branch: Variable [0001] == 2[/SIZE]

[SIZE=13.63636302948px]      @> Change Actor Class: [Eric], [Monk][/SIZE]

      @>

: Branch End

[SIZE=13.63636302948px]@>Conditional Branch: Variable [0001] == 3[/SIZE]

[SIZE=13.63636302948px]      @> Change Actor Class: [Eric], [Paladin][/SIZE]

      @>

: Branch End

 

and so on.
 

Qomplainerz

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Thanks a lot. I will try it once again :)  
 

Susan

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Good luck! And be careful not to double post by accident.

I will leave this reply here so that it won't happen.
 

Shaz

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Qomplainerz, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


I don't know if you solved the problem, and if you did, I don't know how you managed to do it if the second screenshot is how your event looks.


The problem is that your event is set up with an Autorun trigger. When a map is loaded, anything with a Parallel Process trigger happens, then the map fades in, then anything with an Autorun trigger happens. So if your fadeout is in an autorun (even without a wait command), you're going to see the player for a bit before the fadeout begins.


If you want the screen to fade out and then for other things to happen, put the fadeout in a Parallel Process event (which then does an Erase Event command), and your other stuff in an Autorun event.


If the problem is JUST that you can see the player, and the map is meant to be visible for a bit before the fadeout, you don't need to remove all the actors from the party. Just go to the database, the System tab, and check the box under Options (I think is what it's called) that makes the player transparent at the start of the game. Then when you're ready for the PC to be seen, use the event command (again, I THINK it's on the 3rd page - don't have Ace with me) that turns transparency off.
 

Qomplainerz

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Sorry about the double post. It won't happen again.


Now I removed the active party in the system tab of the database as Susan suggested and I used the "join party" command right before the screen is supposed to fade in.


That works fine for now, but your idea about the autorun trigger might be just as good or maybe even better.

Qomplainerz, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


I don't know if you solved the problem, and if you did, I don't know how you managed to do it if the second screenshot is how your event looks.


The problem is that your event is set up with an Autorun trigger. When a map is loaded, anything with a Parallel Process trigger happens, then the map fades in, then anything with an Autorun trigger happens. So if your fadeout is in an autorun (even without a wait command), you're going to see the player for a bit before the fadeout begins.


If you want the screen to fade out and then for other things to happen, put the fadeout in a Parallel Process event (which then does an Erase Event command), and your other stuff in an Autorun event.


If the problem is JUST that you can see the player, and the map is meant to be visible for a bit before the fadeout, you don't need to remove all the actors from the party. Just go to the database, the System tab, and check the box under Options (I think is what it's called) that makes the player transparent at the start of the game. Then when you're ready for the PC to be seen, use the event command (again, I THINK it's on the 3rd page - don't have Ace with me) that turns transparency off.
 
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Susan

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Shaz is right, events with parallel processes do start sooner than events with autorun triggers.

I have nothing against the parallel process trigger, but if you do use it (and you will use it), be careful when there are long pauses between messages or eventing commands. The player can move between pauses sometimes, depending on how you do your eventing.

Depending on how you create you create your autorun/parallel process event, you may run into some problems.

One of the thing I noticed is, if you create an event with an autorun trigger, the entire evented page will play to its conclusion no matter where your player transfers to.

However, if you use a parallel process while trying to event a cutscene, the event can be cut short once your players transfers to another map.

Experiment with both triggers to see which one suits you, and the situation, best.
 

Shaz

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I'm not suggesting to put the whole thing into a parallel process - I'd definitely advise against it.


What you want to happen BEFORE the player sees the screen should go into a parallel process. What you want to happen after, ESPECIALLY if it's a sequence like a cutscene and you don't want the player being able to move around, should definitely go into an autorun event.
 

Susan

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I agree with you, Shaz. I personally use a lot of parallel processes.

I was simply trying to advice Qomplainerz about some of the differences of using parallel processes and autorun events, in case he runs into some unforeseen problems when interchanging the two.

Thanks for the further clarification. ^^
 

Shaz

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haha :) I thought you interpreted my post as meaning use a parallel process instead of autorun.


In situations like the above (if you DID want the screen to be tinted BEFORE the map appeared) I'd use a combination of the two. Just adding that as I didn't make it clear in the previous post.
 

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