Set move route looping

coldpyro

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So I have a move route, see attached screenshot, that is looping when no loop is set and the end calls for another page in the event to run. I want the event to stop at the end of it's move route and stay at that location for the rest of the game. Do I have to set the events location through a common event to get this to stick?

Capture.PNG
 

Engr. Adiktuzmiko

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show us the complete page plus the other one
 

coldpyro

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Here are all three pages for this event.

Capture.PNG

Capture2.PNG

Capture3.PNG
 

Engr. Adiktuzmiko

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The second page will only activate if Both Mother and Self-switch A is on... so if page 1 is looping even if you set Switch A to on at the end, it means that you're not setting Mother to ON...
 
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coldpyro

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I've also tried creating another page after the first with just self switch A as one of the conditions and the commands for setting the events location to the needed spot with a blank move route. The problem that happens is it will reset itself to the original event point if I leave and come back into this scene.
 

Zoltor

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Are you sure the event that's suppose to turn switch 044 on, did so?

Because if only self Switch A is on, that next page wont take over, as it requires switch 044 to be on as well.
 
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Engr. Adiktuzmiko

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I've also tried creating another page after the first with just self switch A as one of the conditions and the commands for setting the events location to the needed spot with a blank move route. The problem that happens is it will reset itself to the original event point if I leave and come back into this scene.
Self-switches don't reset when you leave a map, so if it does for you, ur doing something wrong...
 

coldpyro

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So here's what is happening. The switch 044 is activated on another scene when the player talks to another NPC. Onch you trigger this switch this event here will reset to it's original postion, even with a parallel process event page with the same self switch and global switch conditions that set this events location to the one I want. So once switch 44 is turned on the event will ignore the parallel process event page telling it to set this events location to the x and y I want.
 

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You see, we're not psychics here... if you have lots of events that is affecting or might be affecting it, post them all...


Also, take note that for a page to show/activate, ALL conditions of that page must be met... so if you have a page that uses both Switch 44 and Self switch A, BOTH of those must be met before it activates
 

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If I have understood correctly, you want to set a route move, leave the map and when you come back the event is still at the new location.

By default this cannot happen, the event will always reset to the original position.  There are 2 ways of dealing with that.

Shaz has a script which enables you to have events stay put in their new location.

If you want to do it with events and not scripts, then you will need 2 events. One at your original location and one in the new location.

First event set up so that it does it thing and moves at the appropriate new location.  

When you leave that map after the event which moves, set a new switch.

This switch activates a final page on your first event which is blank.  That way although it returns to the original location the player never sees it and assumes it's gone.

Your second event is in the new location and is also conditioned by the same switch.  It will be activated and when the player returns to that map it looks like the same event but in a different place.

EDIT

If you are interested, Shaz's script is here http://forums.rpgmakerweb.com/index.php?/topic/1853-remember-event-position/
 
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Engr. Adiktuzmiko

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yeah, if you want it to stay, you would either use Shaz' script or use 2 events...
 

coldpyro

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Like I said, both conditions are met on a parallel process page that sets the event to that location. The other event has 2 lines of dialog and a command to turn on switch 44, that is the only event that crosses this one. After switch 44 is turned on and I return to the scene with this event it has reset itself to it's original position, once I talk to the event it will jump to the right spot on the screen. But before that it stands there doing nothing even though I have a new page set the parallel process with the same self switch and switch 44 conditions, see below, and it ignores this page.

Capture4.PNG
 

Engr. Adiktuzmiko

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the page with the highest number and has it's conditions met will take precedence, so using that method, make sure that no page has a higher priority and has it's conditions met than that one...
 
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Kes

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Much, much better than mucking around with parallel processes.  Even one poorly designed parallel process can cause a lot of problems, not least giving you significant lag.
 

coldpyro

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Ok, turned it into two different events, gonna test it now.

edit: It's working now, I had the parallel process that moved it as page three, I moved it too page two and it's working just fine as one event now.
 
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Engr. Adiktuzmiko

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Also, once you get that running, it would mean that it will run that page while ur on the map since it's a parallel process (meaning it will put the event on that position PER FRAME)... which is not a good idea...
 

coldpyro

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I could have a conditional branch testing the event's location, if it's already in that location then it does nothing so it is not constantly replacing the event?
 

Engr. Adiktuzmiko

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it's still a bit useless to have a parallel process running EVERY FRAME when ur sure that the event will always be there anyways...
 

Andar

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I had the parallel process that moved it as page three,
If you want to move only the event itself, it's much better to use autonomous movement instead of a move command on parallel process.
Parallel processes will automatically loop and take up much more processing power compared to autonomous movement (where you can prevent that looping by simply deselecting the "repeat action" box).


If you haven't located autonomous move commands yet - it's the area between graphic and content, simply switch it from fixed to custom.
 

coldpyro

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If you want to move only the event itself, it's much better to use autonomous movement instead of a move command on parallel process.

Parallel processes will automatically loop and take up much more processing power compared to autonomous movement (where you can prevent that looping by simply deselecting the "repeat action" box).

If you haven't located autonomous move commands yet - it's the area between graphic and content, simply switch it from fixed to custom.
I have used that, however it looks like the movement is unnatural to me. They take a breif pause after each step. I would use the autonomous movement if it looked like a fluid walk from one point to another, is that possible?
 

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