Super-novice questions about switches

dax

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So, I have these kinda stupid questions that I can't really get off my head.

In general, you'd want to use local switches to "stop" an event - that's what I learned, at least.

However, I have noticed that if, for example, if I set a local switch A command on the first page, and then I put a text in the 2nd page of the event with said local switch set as condition, the 2nd page event still dosn't occur.

The reason is that, since the standard trigger condition is action key, of course it won't run.

This has me wondering though: so is the 2nd page still "loaded", at least? Or does the trigger condition also define wether the event moves to the 2nd page or not?

2) why is it better using local switches than using the 'stop event' function ? I'm still unsure when I should do one or the other - of course I'm referring to the situations where I wouldn't really need a new event page.

3) Self-switches are kept when I come back into a scene, right? I just tried a quick test and this is my impression.
 

Shaz

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I've moved this thread to VX Ace Support. Please be sure to post your threads in the correct forum next time. Thank you.


What you're doing is eventing, not scripting.


I think what you're referring to as 'stop event' is erase event? Does that sound like a correct translation?


Erase Event is good when you just want an event to stop running while you remain on the map. As soon as you leave the map and return, the event will run again (and erase itself again). Use this for things like setting up the weather or screen tint or moving events around when a map is first loaded - if you have it set to parallel process the player will not see these things happen. You can also use it for evented monsters if you want them to respawn when you return to the map.


If you want to permanently turn off an event, then a switch or self switch is needed, with an extra page conditioned by that switch or self switch.


Not sure what you mean by "the 2nd event page still doesn't occur" - do you mean you can't see the sprite on that page, or that its commands don't run? An event will only run its commands automatically when you switch to a new page if that page is set to parallel process or autorun. But it's usually not a good idea to use multiple pages, switches and parallel/autorun triggers - if it should happen when the self switch is turned on, then put the commands where you turn on the self switch, not on a separate page. This keeps all the processing in the one place.


Self switches and switches and variables persist through the entire game. If you turn on a self switch, it stays on until/unless you turn it off again.


Edit: after the screenshot you sent me, the command you have highlighted is Exit Event Processing. That is usually in the middle of a list of commands, and tells it to skip the rest of the commands in the list. It does stop the event from processing any more commands, but does not remove it. Next time you interact with the event (or if it's set to autorun or parallel process) it will start from the top again.
 
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dax

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I think what you're referring to as 'stop event' is erase event? Does that sound like a correct translation?

Erase Event is good when you just want an event to stop running while you remain on the map. As soon as you leave the map and return, the event will run again (and erase itself again). Use this for things like setting up the weather or screen tint or moving events around when a map is first loaded - if you have it set to parallel process the player will not see these things happen. You can also use it for evented monsters if you want them to respawn when you return to the map.

If you want to permanently turn off an event, then a switch or self switch is needed, with an extra page conditioned by that switch or self switch.

Not sure what you mean by "the 2nd event page still doesn't occur" - do you mean you can't see the sprite on that page, or that its commands don't run? An event will only run its commands automatically when you switch to a new page if that page is set to parallel process or autorun. But it's usually not a good idea to use multiple pages, switches and parallel/autorun triggers - if it should happen when the self switch is turned on, then put the commands where you turn on the self switch, not on a separate page. This keeps all the processing in the one place.

Self switches and switches and variables persist through the entire game. If you turn on a self switch, it stays on until/unless you turn it off again.
Thanks, actually erase event was the other one (sorry), but I was also interested in that one so I'm taking notes. So if I return it will run again, gotcha. So, self switches are the only way to truly "stop" them.

The other one was "Exit event processing", I just looked it up with F1, sorry about my english :/. I don't really understand the difference between them, does this one also run again if you come back into the map?

edit: sorry, just seen your edit, thanks! ^_^

Also you answered perfectly other question about persistance, thanks =)
 
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Andar

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Exit event processing stops the current processing loop. In the case of an autorun or parallel process, it'll get restarted the nex frame from the beginning.
 

kartacha

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As the post of Shaz is very helpful but long I will give a little summary for you and the ones who will eventually come to this thread.

Stop Event Processing - Quits the current loop of the event page (It's like the page string is over at this very moment) helpful if you use a lot of conditional branches. Check this thread.

Erase Event - Virtually erases the event for your stay on the same map. As Shaz said it's useful for respawnable monsters and events, time conditioning (raining, tint etc.) I didn't ever try if it will still be on if you transfer the player on the same map (shame on me) so let Shaz or Andar round this one out.

Self-Switch - Is the way to change the nature of the event. Every event have different event pages which are like different events. If your event pages have different sprites and Move Speed by self-switching they will change on the map even if you don't activate them by clicking them. It's because events have two main things appearance and activation effect (I don't know if there are more proper terms for this). Useful if you want a monster battle event you set to not appear again, if an NPC has left the map etc.

Switch - It's like the Self-Switch but global. You can change the nature of more events with this one. Useful for traps, all kinds of cutscenes etc.

Variable - Is global and like a switch but with more values. If a switch have only two values - 0 (OFF) and 1 (ON), Variable can be set at 20, 50 and even 200. Useful for puzzles, door which need more than one or two keys, quests for item gathering and plenty other things. Check the special Variables guide for newbies.


I have a question on my own, guys.
I use RPG Maker for some years now but I never figured out (it's a matter of fact that I didn't try very hard) if there is an option to refresh the whole map while in event.

I'm explaining. I want to make a cutscene. In the middle of the scene my hero kills someone on the map. The event should change the sprite at the exact same moment when this happens. So I need to self-switch the autorun and continue on a new page. It's not like it's not working but I like my cutscenes to be dynamic and a lot of things to happen. And I end up with 3-4 minutes long cutscene with autorun event using 10-12 switches... Now as I speak I can see that Variables are a better way to handle events with many states and I will probably do it this way from now on...
But still, it will be a little more neat if you can give me a clue if there is a way to refresh the events on the map as an event is still processing.
 

Shaz

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As the post of Shaz is very helpful but long I will give a little summary for you and the ones who will eventually come to this thread.
lol - your post is just as long as mine!
 

dax

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Thanks everyone. The examples also allowed me to understand the context\reasoning to use one or the other better, too.
 

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