cl4ptr4p

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Hi there! I'm having a bit of trouble with a common event of mine. Basically the common event shows pictures depicting information and at the same time fades in the screen using the Move Picture command and a plugin command that makes the picture float, thanks to Moghunter.

The problem is, the Move Picture command and Plugin Command keeps looping making it fade in and fade out continuously and the floating animation keeps resetting, making it look weird. My common event is in Autorun and is only triggered if a certain switch is on.

Here is how it looks like on the common event page:
upload_2018-3-3_23-34-39.png

If there are any solutions to this that you guys can share, I would greatly appreciate it! Thanks! :)
 

Andar

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There are a lot of things here, basically it looks like you didn't understand how the button conditional branch works and what autorun means.
Can you please describe what the common event is supposed to do? Then we can tell you how to do it correctly.
 

cl4ptr4p

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There are a lot of things here, basically it looks like you didn't understand how the button conditional branch works and what autorun means.
Can you please describe what the common event is supposed to do? Then we can tell you how to do it correctly.

Hi, thanks for taking the time to look into this! Basically the common event is supposed to look like this:
upload_2018-3-4_12-17-44.png

Picture #2 is:
upload_2018-3-4_12-18-18.png

And picture #3 is:
upload_2018-3-4_12-18-32.png

When the common event starts, what these pictures are supposed to do is that they fade into the screen and I assume that is by using the Move Picture command. So the event order should look like this: (Picture #1 is the background, by the way)
upload_2018-3-4_12-21-20.png

But the time I try and test it out, this is what happens:
It keeps looping the fading animation on and on.


I would greatly appreciate any solutions around this, thank you! (Ignore the attached files)
 

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Andar

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@Blanc I asked you to described what the event is supposed to do, not what the pictures look like.
Since nowhere in your description you describe what the button check is supposed to do, does that means that you don't need that and you should get rid of those commands?
I guess not, so please try again, describing what the button should do and what each switch or variable is supposed to store as value and so on.
 

Shaz

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Autorun and parallel process events loop by default. You have to turn them off if you don't want them to keep looping. You turn off a common event set to autorun/parallel process by turning off the switch that controls it.

Is this something that the player can call up repeatedly any time they want? Or is it a one-off thing, like a character selection at the beginning of the game? If it's one-off, I wouldn't put it as a common event - I'd put it as a map event on the starting map, with no conditions, and then when the event is complete, turn on a self switch and add a second page with NO commands and no other changes, except to condition it by that self switch.
 

cl4ptr4p

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@Blanc I asked you to described what the event is supposed to do, not what the pictures look like.
Since nowhere in your description you describe what the button check is supposed to do, does that means that you don't need that and you should get rid of those commands?
I guess not, so please try again, describing what the button should do and what each switch or variable is supposed to store as value and so on.
Ah yes, okay sorry about that! I was way too focused on how the picture should look like. Basically, the whole event system is a character selection screen. The button checks are for navigating the screen but I haven't added any functions to them as I've encountered this small issue. The switch #0002 is the trigger for this event to happen, and that switch is turned on by another scene which works perfectly fine. The variable 2ndchoice will check what page the scene will be showing you to the player.

What I had in mind is, everytime a player hits the corresponding button, the variable 2ndchoice's value will be set to whatever amount corresponds the button triggered, and then proceed to conditional branches where it checks the amount of the variable and show the appropriate scene.

Autorun and parallel process events loop by default. You have to turn them off if you don't want them to keep looping. You turn off a common event set to autorun/parallel process by turning off the switch that controls it.

Is this something that the player can call up repeatedly any time they want? Or is it a one-off thing, like a character selection at the beginning of the game? If it's one-off, I wouldn't put it as a common event - I'd put it as a map event on the starting map, with no conditions, and then when the event is complete, turn on a self switch and add a second page with NO commands and no other changes, except to condition it by that self switch.

Well, it's actually a character selection screen which the player can call up from a certain NPC scattered throughout the game's world, wherein they can add or remove party members. The certain scene I'm showing from my previous post is a scene where the player gets to add a character to the party. I'm not exactly sure how to go through the Move Picture command since I'll have to inevitably go through the conditional branches, forever looping any kind of animation process I do the pictures. :kaocry:
 

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