transfer npc's from stairs, doors and more

fluffywolf666

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i'm sorry i really don't know where to put this topic.

i want to know few things.

first if there is a way to make npc's transfer from map to map trough stairs or doors. in the events i created i already made the npc move to the stairs but i want him like i said transfer to another map and not reapear on the previous map unless i make an event out of it that they are there.

second to make npc's appear trough a door (doesn't need to have any sound effects i don't like the sound effect of doors and such.)

third i want them to after every event is played through to add them to my party but just for a little while so after a time they go away from the party again

if it is possible to also screenshot me the methods cause i don't really get the explaining with just words thing (i'm sorry)
 

That Bread

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Truly NPC's cannot go into a transfer and transfer

Instead what I do is

Play a sound to make it seem like they went and make them disapear with control self switch.

The event looks like

If  you want them to walk on the transfer set through on.

Npc Move route(reaches destination)

Play se

Control self switch(a,b,c or d)

New event page

Blank

For a door you actually have to make the door move and have the NPC come out of it, by setting through and turning off through so the NPC actually has physical matter.

To make them on another map, thats another event.

Set the conditions for the NPC to be there and make sure you turn them off so the won't be there again.
 
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Sharm

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Yeah, wrong place. It helps me to look at the pinned topics if I'm ever unsure of where something belongs.


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

fluffywolf666

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That's what i mean with don't really understanding i have to see it through a screenshot i don't really now what to put where
 

Gavin McStine

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One way you could do it is by say having a 100 by 100 square map with only a small 20 by 20 room and on the other side of the map another 20 by 20 room and have it move from one square to another square on the same map. Use filler for the space between the two rooms.
 
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fluffywolf666

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jeah true i could do that but well my maps is all made so i rather not
 

Gavin McStine

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jeah true i could do that but well my maps is all made so i rather not
I think there is a cut and paste option.

Edit: Yes, just right click and hold till you have selected all that you want, then just click on the map, make it larger, then left click on an area that isnt used to paste it.
 
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Andar

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i want him like i said transfer to another map and not reapear on the previous map unless i make an event out of it that they are there.
Events are NOT NPCs, and you can't make an event transfer to another map - besides, those other maps don't even exist in the engine's memory until the player enters them, so you can only move things on the currently active maps.
You'll need to rethink your logic - there are a few tutorials that should help you to learn how to make a game.


Here is one of them:


http://blog.rpgmakerweb.com/tips-and-tricks/events-arent-npcs/


Follow the link in my signature to a lot of the other tutorials
 

fluffywolf666

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Events are NOT NPCs, and you can't make an event transfer to another map - besides, those other maps don't even exist in the engine's memory until the player enters them, so you can only move things on the currently active maps.

You'll need to rethink your logic - there are a few tutorials that should help you to learn how to make a game.

Here is one of them:

http://blog.rpgmakerweb.com/tips-and-tricks/events-arent-npcs/

Follow the link in my signature to a lot of the other tutorials
I know events are not Npc's i made an intro and worked perfectly i just wanted to know if it is possible to transfer them to another map while not returning them to the previouse map when i re enter 

what i have now is that a npc is talking to my character after the convo she goes downstairs and that is what i need it for she must dissapear and appear in the other map plus she may not be in the first map again 

i also read your tips and tricks about the graphic change the only thing i have problem with now is that my npc doesn't want to walk over the stairs but i edited so that she vanishes before she stands up the stairs

now the only problem i need to solve is that she doesn't re appear in the previouse map
 
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Celianna

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Switches.


You cannot make an event appear on another map. What you can do however, is give the illusion that the same NPC is on another map. Just create an event on BOTH maps, with the same graphic, but on the second map, set the event's condition (left side) to a switch. Turn this switch on after your cutscene is over, so that the NPC will pop up in the other map, giving the illusion that they've 'traveled' between them.


And go read some beginner tutorials.
 

Andar

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i just wanted to know if it is possible to transfer them to another map
NO.
It is absolutely impossible to send an event from the active map to another map.


You can only simulate this by giving the appearance that an NPC might travel between maps by using different events with the same graphics on different maps - simply make one event for the NPC on each map, and use switches and variables to control whether the event on the current map is visible in this part of the storyline.


Theoretically you can copy an event from another map to the current map by scripting, but


1) this is only copying, the event will not vanish from the other map


2) it only works from another map to the current map, even with scripting you cannot send or copy from the current to another map.


Whenever you see something like this in one of the many RM games, you always see different events that only give the illusion to the player of having been transferred.
 

AngelGrace

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You're not getting the fundamental issue with what you want to do: Events (Your NPCs), are part of the map. They can no more leave the map than

they can leave the program and have crazy adventures in cyberspace.

Let me show you what I mean.

movingmaps.png

Here, you can see the NPC engaging in a conversation, then seemingly leaving the map.

moving2.png

The Event doesn't leave the map, though; the event that was once the NPC is now an invisible, inactive event.

moving3.png

Here she is in another place, but it's a completely new event. This is the only way to accomplish what you want to do.
 

Shaz

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Note the above example uses autorun and self switches. That's not really great, unless it's something you want to happen immediately. Usually you will ACTIVATE an event (via Action Button) that will make it walk away and disappear. Sometimes you activate one event (a book on a table) and as a result, a DIFFERENT event (NPC standing near you) will leave the room after a bit of a conversation. In that case, all the commands will go on the book event, in the Move Routes, you'll choose the NPC event as the move route target, and you'll turn on a switch instead of a self switch (and condition the second page of the NPC event by the same switch). That gets you out of using autorun events and self switches. They have their use, and over time you'll learn when to use one and when to use the other.
 

AngelGrace

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The funny thing is, I actually have an example of that, as well.

moving4.png

You step on this tile (A conversation inside the house flipped the conditional switch on), and an NPC comes out, talks for a bit, and goes back inside, and the switch gets flipped off since we're done and don't want to retrigger the event. I even moved the event out of the way, but you don't really have to do that.

The key thing to remember is how versatile events are; as long as they're not doing something else, you can move them around and change them as needed. This is actually superuseful for avoiding event bloat: in one of my earlier maps I had a single event that served three functions, depending on the actions the player took.

The really fun part was getting the door to open and close; I wound up using the auto-event creation at first, but then I really looked at the sprite sheet and considered facings, and it got a heck of a lot easier.
 
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fluffywolf666

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Switches.

You cannot make an event appear on another map. What you can do however, is give the illusion that the same NPC is on another map. Just create an event on BOTH maps, with the same graphic, but on the second map, set the event's condition (left side) to a switch. Turn this switch on after your cutscene is over, so that the NPC will pop up in the other map, giving the illusion that they've 'traveled' between them.

And go read some beginner tutorials.
How do you make the switch to give the idea she left the room and not reappear in the room?

I did like i said before made the illusion that she was leaving but i just need the illusion now that she's not in the other room anymore
 

fluffywolf666

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You're not getting the fundamental issue with what you want to do: Events (Your NPCs), are part of the map. They can no more leave the map than

they can leave the program and have crazy adventures in cyberspace.

Let me show you what I mean.

movingmaps.png

Here, you can see the NPC engaging in a conversation, then seemingly leaving the map.

moving2.png

The Event doesn't leave the map, though; the event that was once the NPC is now an invisible, inactive event.

moving3.png

Here she is in another place, but it's a completely new event. This is the only way to accomplish what you want to do.
the trouble i have with this one is that i can't walk over my stair event with the npc btw i'm sorry for the double post i saw the multiquote too late
 
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AngelGrace

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You need to let go thinking of the NPC as a separate thing, because it's not.

Using stairs, right? Set the move route so it stops on top of the stairs, then use this command at the end of the move route

Transparent ON

Then you need to flip a switch so the event doesn't run again; what switch you use is up to you. If her leaving doesn't effect any other events, you can use Self Switch.

If her departure is supposed to trigger other events, you use a standard switch.

No matter which you use, make a second event page with that switch as the condition, and leave it otherwise blank.
 

fluffywolf666

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You need to let go thinking of the NPC as a separate thing, because it's not.

Using stairs, right? Set the move route so it stops on top of the stairs, then use this command at the end of the move route

Transparent ON

Then you need to flip a switch so the event doesn't run again; what switch you use is up to you. If her leaving doesn't effect any other events, you can use Self Switch.

If her departure is supposed to trigger other events, you use a standard switch.

No matter which you use, make a second event page with that switch as the condition, and leave it otherwise blank.
ok i got the stairs transparent on it worked. 

and like you say when she dissapear  nothing else triggers but i already used self switch but that's on the same event table that my other self switch is on to let my player move is it possible to make 2 on the same event table then?
 

AngelGrace

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There's, I believe, four self switches per event that you can use if you need to.
 

Celianna

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How do you make the switch to give the idea she left the room and not reappear in the room?


I did like i said before made the illusion that she was leaving but i just need the illusion now that she's not in the other room anymore
With the same switch, create a new event page in the event that you want to stay gone. Leave this event page black, except set its condition to that switch.
 

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