RMMV Switch Question

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SlowMN

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Hello,


I have a question regarding an error I am getting when I go through the event I created. After much reading on how to make switches and variables, I finally was able to get the event to work; however, I decided to add on additional part (having walls that blocked off an area disappear) and it no longer works properly.

The player talks to the NPC and if the "I have been sent to kill King..." is chosen switch A is activated.


1.PNG


Activation of switch A goes to page 2 which checks the players level to see if they are high enough to progress forward. This part works fine all the way through the movement of the NPC; however the control switch: #0004 Forest1Blockade = ON does not seem to do anything. See next image


2.PNG


The Control Switch being activated is supposed to take the wall pictured in the image below and remove it so the player can pass and move to the next zone (see 2 images below).


3.PNG


4.PNG


This is an overview of the section of the map


5.PNG


So in summary, the player walks the NPC, says he wants to go and fight, the level is verified and the guard moves out of the way. The walls behind the guard are supposed to "fall down" and be removed permanently so the player can pass freely the rest of the game.


Problems I am having:


1) walls not falling down and left wall is not showing up in the start of the zone


2) npc resets position when returning to zone


Maybe I made a silly mistake somewhere. Thank you for the help in advance.
 
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bgillisp

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I can help with one of those. NPC's always reset their positions. That is a default behavior of the engine. To get around it you either need two versions of the event, and the 2nd one only shows when a switch is on (and the first is gone when that switch is on), or use a plug-in to keep all event positions where they were when you left.
 

SlowMN

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Ok I can try that for the position issue. Is there a plug-in you recommend or have experience with for event positions?
 

YoraeRasante

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Question, why does talking to the wall turn the switch on?
 

SlowMN

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I can help with one of those. NPC's always reset their positions. That is a default behavior of the engine. To get around it you either need two versions of the event, and the 2nd one only shows when a switch is on (and the first is gone when that switch is on), or use a plug-in to keep all event positions where they were when you left.


I wanted to have the wall switch to turn on and disappear after talking to the NPC. Some of the examples I have been reading show a hidden passage with a barrel on top and when you click the switch/talk to a specific NPC it makes the barrel disappear. I am essentially trying to do the same thing with the NPC guard. Once he sees you meet the requirements to pass he moves and the walls fall.


Is there a different way to do this?
 

bgillisp

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I think Shaz made one for storing event positions. Never used it though as I use my trick of updating the location via a variable (I use a variable for plot tracking purposes, and add 1 to it every time a plot event happens. It gets pretty high by the end of the game, but it works).


And yes, waterguy has a point, you have it set up to turn the switch on when you talk to the barricade.


Edit: Was able to look more at your event logic. The idea looks good, though you should change it so that the barricade event has nothing in the event on page 1, else someone could talk to the barricade and make it fall. However, one word of advice too. Make sure that any plug-ins that you use have all their switches assigned, else one of them might void your switch and the event assigned to it will fail.


Though I do see another problem that will show up later. Nothing stops you from talking to the guard another time after the barricade falls and repeating that event. Might want to turn on self switch B when the guard is done so that the event of the barricade falling doesn't repeat. Might be weird if it happens again 8 hours into the game because someone backtracked.
 
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SlowMN

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I think Shaz made one for storing event positions. Never used it though as I use my trick of updating the location via a variable (I use a variable for plot tracking purposes, and add 1 to it every time a plot event happens. It gets pretty high by the end of the game, but it works).


And yes, waterguy has a point, you have it set up to turn the switch on when you talk to the barricade.


Edit: Was able to look more at your event logic. The idea looks good, though you should change it so that the barricade event has nothing in the event on page 1, else someone could talk to the barricade and make it fall. However, one word of advice too. Make sure that any plug-ins that you use have all their switches assigned, else one of them might void your switch and the event assigned to it will fail.


Though I do see another problem that will show up later. Nothing stops you from talking to the guard another time after the barricade falls and repeating that event. Might want to turn on self switch B when the guard is done so that the event of the barricade falling doesn't repeat. Might be weird if it happens again 8 hours into the game because someone backtracked.


Thank you for the advice. 


I added a self switch B and gave him a statement to say so the event will not repeat.


I removed the switch on from the barricade first page and left the checkbox on the second page; however, it still does not cause the walls to disappear. I am not sure what the problem is.
 

bgillisp

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Make sure there's nothing mapped in the square where the walls are. If there is something there, that will never come down. Easiest way to tell is to drag your event to a new square. If there is something mapped there (like an unpassable wall), then map it to something that is passable, then put your walls back.
 

SlowMN

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Make sure there's nothing mapped in the square where the walls are. If there is something there, that will never come down. Easiest way to tell is to drag your event to a new square. If there is something mapped there (like an unpassable wall), then map it to something that is passable, then put your walls back.


That was it! There was an identical wall picture mapped on top of it for some reason. Now everything works. This can be marked as solved.


Thank you for the help.
 

Celianna

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I don't know what happened here, but both of you need to know double posting is against our rules, please edit your previous post if you've got something to add.


Either way, this is solved, closing it.
 
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