Storymode script?

FCU777

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Hello,

I'm working on a game and it has some storymode events to it, which are also tied together with side missions I'm putting in.

Some of the problems I'm having is that I wanted them to play only once and not many times more even if the player is going to the same location where the event is, but it keeps on playing multiple times.

I may need a script for this, can anyone help?

Thanks
 

MektiKwiiger

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Is there any reason why you can't use selfswitches and blank event pages? Or copies of the event without the storymode elements? If so, please include more information on your events.
 

FCU777

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Um, I'm still a little confused with the selfswitches. But here are the screenshots: Screenshot 2014-04-14 17.55.51.pngScreenshot 2014-04-14 17.56.13.pngScreenshot 2014-04-14 17.56.28.pngScreenshot 2014-04-14 17.56.44.pngScreenshot 2014-04-14 17.56.56.png
 
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MektiKwiiger

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And you have checked the conditional box for selfswitch D on eventpage 2? If you have remembered to do this, I don't see where the problem should be. 

Um, I think you forgot to put in 'Control selfswitch D = On' in the branch where player joins Lily for the tour from the lobby. So that route will induce repeats of the cutscene. 
 

amerk

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You're doing parallel processes. Should be Auto-run that activates a switch at the end, and a new page with that switch as a condition, or if the event is not automatic, then player interaction of sorts (ie., event touch or player touch).

I'd recommend checking tutorials on making a cut scene and how to use switches.
 

MektiKwiiger

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Yes, autorun would be better to use, as parallel process can cause lag easier than autorun. But as long as you have the switch and second event page, parallel process should still work.
 

FCU777

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Okay, here are the screenshots (the edited versions this time): 

Screenshot 2014-04-15 22.00.16.pngScreenshot 2014-04-15 22.00.38.pngScreenshot 2014-04-15 21.59.10.pngScreenshot 2014-04-15 21.59.29.pngScreenshot 2014-04-15 21.59.44.pngScreenshot 2014-04-15 21.59.56.pngScreenshot 2014-04-15 22.00.03.png

Oh and in addition, I'm trying to make them chronological, since the game itself will have around 3 chapters (two of them which are split into acts). The thing is, I'm trying to make the three characters also appear in the other map on the lest two screenshots, but I just don't know how.
 
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FCU777

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I'm really sorry for the double-post, but there is something that has been jumbling my mind: I'll be using the events as introductions (tour) and some will be used as quests, but the thing is, I want to put them in their right order via scripts, so that when the player goes to these maps, nothing will be repetitive.

Is there a way to do that?
 

shiori4me

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Put them in the right order via scripts? What does that mean?

And everything is a condition, then. Nothing plays until a condition is met or a switch has not been activated yet, and whenever a scene ends, you turn something on to say that it has occurred.

What I do is have it so that each scene is separated by a conditional event that will always be true.

Like if switch 1 "Unused Switch" is off then (scene). That way you can copy and paste that always-true conditional branch so you can copy and paste the scene as a whole as you please.

This allows you to control self-switches of other events http://www.rpgmakervxace.net/topic/663-simple-self-switches/

and this allows for custom page conditions

http://himeworks.wordpress.com/2013/03/23/event-page-conditions/
 
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Mouser

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Yes, autorun would be better to use, as parallel process can cause lag easier than autorun. But as long as you have the switch and second event page, parallel process should still work.
Parallel Process adds the 'feature' of allowing the player to control her character (ie: movement) while the event is running.  An auto-run event ensures that the cut scene controls the movement of the actors as well as events so everything ends up in the right spots and you don't have people crossing walls and standing on dressers and other such oddities.

There are times when a parallel process is the way to go, but for cutscenes, it should (almost) always be auto-run. Also be sure that ONE event controls everything in the cutscene. Don't try to have two events doing things at the same time and trying to 'sync' them up.

Back to the topic - this sounds like something that really needs to worked out freehand on paper first. Make a flowchart, starting at the beginning and showing all the branches the player can take or starting conditions that can exist. Work out every one until you're satisfied you've accounted for every possibility. Try to find things that will 'break' your assumptions, so you can guard against them or account for them in your event.

Once you've done that, it's time to set up the conditions. You've only got 4 self switches (without resorting to scripting) so use them wisely (it is possible to 'reuse' them sometimes, but be very careful if you try that). For more than that, just create conditional flags - you can have as many of those as you want: Label them with clear, descriptive names so you know EXACTLY what they are for.

Then start your event from the starting page, where no previous states or conditions exist and add the later pages, each with its own conditional that 'triggers' the page. The game engine checks from the highest numbered page and goes back to the first. As soon as it finds one whose conditions are met, it stops and executes the event commands on that page. The 'final' page is typically blank (no graphic, no commands), with the ending condition flag as it's condition. This way once that flag is set, the event always runs the page that does nothing. This one should be set to command, not autorun or parallel process and priority below characters.
 

FCU777

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Back to the topic - this sounds like something that really needs to worked out freehand on paper first. Make a flowchart, starting at the beginning and showing all the branches the player can take or starting conditions that can exist. Work out every one until you're satisfied you've accounted for every possibility. Try to find things that will 'break' your assumptions, so you can guard against them or account for them in your event.

Once you've done that, it's time to set up the conditions. You've only got 4 self switches (without resorting to scripting) so use them wisely (it is possible to 'reuse' them sometimes, but be very careful if you try that). For more than that, just create conditional flags - you can have as many of those as you want: Label them with clear, descriptive names so you know EXACTLY what they are for.

Then start your event from the starting page, where no previous states or conditions exist and add the later pages, each with its own conditional that 'triggers' the page. The game engine checks from the highest numbered page and goes back to the first. As soon as it finds one whose conditions are met, it stops and executes the event commands on that page. The 'final' page is typically blank (no graphic, no commands), with the ending condition flag as it's condition. This way once that flag is set, the event always runs the page that does nothing. This one should be set to command, not autorun or parallel process and priority below characters.
Sounds good. In fact, I already wrote out the plot on Google Docs. I have outline what missions and side missions to put in. But one thing that kinda baffles me though. As I was working on the game, I added this script: http://www.gdunlimited.net/scripts/rpg-maker-vx-ace/window-scripts/quest-mission-menu

May I ask how do you call out each quest? Because I'm trying to polish my game making sure all events are in order. Do I have to use another script to make this whole thing work?

Because, putting everything together (without the event repeating itself when the player enters the map again more than once) is kinda where I'm stuck on.
 

Mouser

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Sounds good. In fact, I already wrote out the plot on Google Docs. I have outline what missions and side missions to put in. But one thing that kinda baffles me though. As I was working on the game, I added this script: http://www.gdunlimited.net/scripts/rpg-maker-vx-ace/window-scripts/quest-mission-menu

May I ask how do you call out each quest? Because I'm trying to polish my game making sure all events are in order. Do I have to use another script to make this whole thing work?

Because, putting everything together (without the event repeating itself when the player enters the map again more than once) is kinda where I'm stuck on.
When I said "work things out on paper", I wasn't referring to your plot.

Nothing you've said so far sounds to me like anything that can't be done with events and switches. From a technical standpoint this is easy-peasy stuff. You just have to get the logistics down. What you need to do is write out a flow chart starting with what happens when the event first triggers (and what causes the event to start). Are there choices? Add a line for each branch. Trace out every single thing you want the event to do and when. Account for every possibility.

Once that is done, you can look at it and see, "Ok, once this gets said I can turn this switch on, and then the next page will start." or "I don't want this event doing anything until X happens", so have X set a switch that turns the event on. If self-switches are confusing you, take the time to go through some of the tutorials about events, switches, self-switches, and variables.

To make characters 'appear', you set those characters as events with blank first page. When the triggering event happens, it sets a switch. That causes the 'character' events to move to page 2, where you have a graphic of the characters showing. Then those events can be interacted with normally by the characters.
 

Shaz

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You do not need to use scripts. You just need to use switches and/or self switches. If you don't know how to use these or what they are for, you should spend some time going through beginner tutorials.


Switches and self switches make an event do one thing until a predetermined condition is met (you have a particular item, you've spoken to a particular person, the event has run once, whatever) and either not do anything else again afterwards, or to do something different afterwards.

Yes, autorun would be better to use, as parallel process can cause lag easier than autorun. But as long as you have the switch and second event page, parallel process should still work.
This is completely untrue and indicates that you really don't understand the difference between parallel and autorun events.


Both happen automatically.


Parallel events run as soon as you enter the map - even before the map fades back in (so they're good for things you don't want the player to actually see happen - like weather, tints, etc). Autorun events have a slight delay after the map loads before they run.


Autorun events take control away from the player - while an autorun event is running, the player cannot move the character or access the menus.


Parallel events, as the name suggests, happen WHILE the player is moving around.


I am not able to look at the screenshots right now, but if you're wanting to make some kind of cutscene where things happen in a sequence, you should check out the blog article "Events Are Not NPCS: The Biggest Mistake in Cutscene Events".
 

FCU777

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Hmmm... I read the article, and its actually quite interesting actually. It kinda got me thinking, what if I put the cutscenes are player touches? Because I put some of the cutscenes under the condition that the player is in the party. At some point, the player will not be in a team, will that affect the other cutscenes in anyway?

If so, then how?
 

Shaz

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Not sure what you're asking. If the player is not in the party and your event has a "player is in the party" condition, then the event will not trigger.


Whether the player being absent affects any cutscenes depends on the conditions on the event.
 

FCU777

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Okay, great.

What I'm trying to say is this (just clear up the confusion): Because I have some side missions to add into the game, I'll have to add some cutscenes tied with them. The only thing is that, I only want each part to play just once, without any complications.
 

Shaz

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Cutscenes are no different to any other event. If the conditions are true, they will play. If you want them to play once, you have to turn on a self switch at the end and add a new page conditioned by that self switch, with no event commands. When the self switch is turned on, the new (blank) page becomes active, and the cutscene will not play again.
 

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