transfer npc's from stairs, doors and more

Andar

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Something like this? it's the sarah piece
Yes, but you not only need to control the switch, you also need to use it.Switches and Variables for themselves do absolutely nothing when controlled, you always need a condition or a call that uses them to have something happen.

In the case of self-switches, that is usually an additional event page conditioned to that self-switch. The second you activate the self-switch, the current event page will become inactive and the event page with that condition will become active (assuming it has higher page number than the current page).

Because of this, the control self-switch command is usually the last command on an event page, because the event page will become inactive when the switch changes priority to another event page. You should move the self-switch command to the bottom of the page...
 

Shaz

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fluffywolf666, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


If you have more to add to your last post, just edit it. If you want to quote and reply to several people at once, there's a handy MultiQuote button you'll see on each of their posts.
 

fluffywolf666

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Yes, but you not only need to control the switch, you also need to use it.

Switches and Variables for themselves do absolutely nothing when controlled, you always need a condition or a call that uses them to have something happen.

In the case of self-switches, that is usually an additional event page conditioned to that self-switch. The second you activate the self-switch, the current event page will become inactive and the event page with that condition will become active (assuming it has higher page number than the current page).

Because of this, the control self-switch command is usually the last command on an event page, because the event page will become inactive when the switch changes priority to another event page. You should move the self-switch command to the bottom of the page...
kej well i still don't really know how it works cause it's not working how i did it so i'm going to watch  some tutorials on it.you know any good ones can't really find any
 

Andar

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kej well i still don't really know how it works cause it's not working how i did it so i'm going to watch  some tutorials on it.you know any good ones can't really find any
Go to the link in my signature, it lists the better tutorials available - and it also explains why it's a waste of your time to only read/watch tutorials, you need to work them if you want to learn from them.
 

fluffywolf666

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Go to the link in my signature, it lists the better tutorials available - and it also explains why it's a waste of your time to only read/watch tutorials, you need to work them if you want to learn from them.
i do that most of the tutorials i do are youtube tutorials so i can do what they do (in some sence but you know with my game like i want) but i just don't really get the swtiches and branches good i only do this for 2 weeks and i got cutscenes and maps all over but i just want more advanced stuff
 

whitesphere

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To see an excellent, built-in example of a self-switch, right-click anywhere on your map and create a Treasure Chest as a Quick Event.

Then right-click on the Treasure Chest and examine both event pages.  Events run their pages from highest page to the lowest one, so they go right to left.

Basically, a Switch is either ON or OFF, like a light switch.  You can use these to change event behaviors.  For example, you might have a king who gives the player a special sword.  So you'd set a switch to ON, and make sure the king event only gave the player the sword if that switch is OFF. If it is ON, the king could say "How goes your quest?"  or something to make clear he doesn't have a limitless supply of special swords...

Without the Switch, the player could do this:

1. Talk to the King

2. Get the Special Sword

3. Talk to the King again

4. Get the Special Sword again

5. Repeat steps 3 through 4 to get as many Special Swords as needed

A Self-Switch is a Switch which is "inside" a particular copy of a particular event.  Normal Switches can be seen and changed by anything in the game.  Self-switches only really exist within that particular copy of that particular event.   They are very helpful if you want ONLY that particular event to change, and NOTHING else in the game is affected.  Typical NPCs might use it so they don't keep introducing themselves...

Conditional Branches are what allow you to change what happens within an Event.  Think of each Condition as a Question, and the steps within the branch are the Answer to that Question.

In my above example:

If King Already Gave Sword == ON

say "How goes your quest?"

else

Give player the sword

Set King Already Gave Sword to ON

This is saying:  If the king already gave the player the sword, tell the player some text.  Otherwise, give the player the sword and remember that the king already gave the sword to the player.

That's how you do the real meat of a typical RPG --- allow the player to interact with, and in doing so, change the game world.
 

fluffywolf666

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To see an excellent, built-in example of a self-switch, right-click anywhere on your map and create a Treasure Chest as a Quick Event.

Then right-click on the Treasure Chest and examine both event pages.  Events run their pages from highest page to the lowest one, so they go right to left.

Basically, a Switch is either ON or OFF, like a light switch.  You can use these to change event behaviors.  For example, you might have a king who gives the player a special sword.  So you'd set a switch to ON, and make sure the king event only gave the player the sword if that switch is OFF. If it is ON, the king could say "How goes your quest?"  or something to make clear he doesn't have a limitless supply of special swords...

Without the Switch, the player could do this:

1. Talk to the King

2. Get the Special Sword

3. Talk to the King again

4. Get the Special Sword again

5. Repeat steps 3 through 4 to get as many Special Swords as needed

A Self-Switch is a Switch which is "inside" a particular copy of a particular event.  Normal Switches can be seen and changed by anything in the game.  Self-switches only really exist within that particular copy of that particular event.   They are very helpful if you want ONLY that particular event to change, and NOTHING else in the game is affected.  Typical NPCs might use it so they don't keep introducing themselves...

Conditional Branches are what allow you to change what happens within an Event.  Think of each Condition as a Question, and the steps within the branch are the Answer to that Question.

In my above example:

If King Already Gave Sword == ON

say "How goes your quest?"

else

Give player the sword

Set King Already Gave Sword to ON

This is saying:  If the king already gave the player the sword, tell the player some text.  Otherwise, give the player the sword and remember that the king already gave the sword to the player.

That's how you do the real meat of a typical RPG --- allow the player to interact with, and in doing so, change the game world.
thanks i will try that too after the tutoriall
 

Shaz

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Please do not quote the last post every time you make a reply. It makes the thread difficult to follow. If you MUST quote, remove everything except the part you're directly replying to. Or just make your reply - we can all scroll up and see the post you're replying to if we need to.


The problem with doing all your learning by watching youtube tutorials is that ANYONE can make a youtube tutorial, no matter how much experience they have with the engine. You have no idea whether they're going about it the right way or not, and are likely to end up learning some really bad habits. Tutorials here are not approved if they're like that - if you read a tutorial on this site, you KNOW it's a good way of doing it.


A bit of "the blind leading the blind" :)
 
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fluffywolf666

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Well i did got the basics because of the youtube tutorials from the unpropro and true the tutorials about switches and conditionall branches i learned today from here did help me like making a mini game and what to say and use at that time of place. but i still can't figuere it out perfectly how to put it all in one piece so it magicaly feels like sarah isn't on the map anymore after the event took place i tried conditionall branches, switches. but sarah dissapears too soon on the event itself or still keeps pup up after the event is done

Image.bmp
 

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Andar

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That event picture prooves that you need to know why you're doing something, not only how. The following topic is about scripting, but you're making the same mistake in eventing, becoming a "cargo-cult eventer" ;-)


http://forums.rpgmakerweb.com/index.php?/topic/5108-a-good-article-for-you-budding-scripters/


For example, self-switches are used most of the time to switch to different event pages. that event has only two pages, so you can use only ONE self-switch like that - why do you have two self-switch commands?


And erase event deletes the entire event with all pages, making all self-switches useless...


So in that picture you have three commands (two control self-switch, one erase event) from wich only one can be effectively used, the other two are nothing than bugs that need to be removed.


Such things are the biggest problem I have with video tutorials - in video tutorials, the teacher almost never takes the time to explain everything he does and why he does this, resulting in more than an average number of watchers who get the wrong assumption on why the commands are placed there, resulting in three times the needed explanations why the workings from the video are absolutely wrong and idiotic in a different context...


There is a reason why I said in my starting point tutorial (link in signature) that you can't learn game making in a few days (or weeks), most successfull game makers worked for years to gain their skills before they could make a game of professional quality.
 

kiedisticelixer

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You could consider turning off the NPC transparency and applying a "flash" effect along with the Move ME/SE to make it more realistic. That's how they do it in pokemon.
 

fluffywolf666

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corgu cult event? that means that i'm using to many things that doesn't need to be there?

well selfswitch a i did for letting myself walk again when needed, selfswitch B was trying to make sarah invincible in the room after the event finished and selfswitch C i used to make the event not happening more than one time when i re enter. 2 of 3 are working the one who didn't was the sarah making invincible part. but i can use selfswitches on other events right?

edit: i read the article i know what the different pieces means

switches: after something happened you can make something appear or let yourself controllable again

conditonall branches: example if you gather something but haven't found it yet it will be a different story then when you have found it and can go further in the story

variables: makes you make choices like in shops do you want to shop or not

i tried to make a switch when the event ended sarah would dissapear that's why i made a switch after the event so in my mind she would dissapear after the event was played through
 
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fluffywolf666

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You could consider turning off the NPC transparency and applying a "flash" effect along with the Move ME/SE to make it more realistic. That's how they do it in pokemon.
i made her transparent already the only problem i have now is making her transparent after the event sorry for doubleposting can i delete my messages when i see i did it?
 
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Mouser

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i do that most of the tutorials i do are youtube tutorials so i can do what they do (in some sence but you know with my game like i want) but i just don't really get the swtiches and branches good i only do this for 2 weeks and i got cutscenes and maps all over but i just want more advanced stuff
This is the problem.

You have to start small and understand how to do the very basic, simple things first.

Yes, they aren't always the most exciting things in the world but that's how you start to learn how events in RPG Maker work and how you can get them to do what you want. Most of what you can think of CAN be done by eventing, if you understand the system well enough to create the proper conditions.

RPG Maker uses a system I have not seen in any other game maker/engine ever. Events are ... events. Not mobs, not NPC, not actors. Just events. You have to have that concept crystal clear in your mind before you'll be able to get things to work properly. Then start with simple stuff: an 'event' NPC that talks to you once. Then make the 'NPC' ask you for a magic sword. Put a chest in the corner of the room. Have the chest 'contain' the magic sword. Have the NPC thank you for giving him the sword and remove the sword from the players inventory. Make sure the player can't get another sword or keep talking to the NPC to get more or anything else.

Then start making things on one map send you to a second map. Build on the concept a little further. Yes, it's time consuming but it's the only way you'll ever really learn what's going on and how to build the things you want: no matter how 'advanced' your system is, it can be broken down into very simple individual steps (it's the Turing Machine thing...).
 

AngelGrace

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corgu cult event? that means that i'm using to many things that doesn't need to be there?

well selfswitch a i did for letting myself walk again when needed, selfswitch B was trying to make sarah invincible in the room after the event finished and selfswitch C i used to make the event not happening more than one time when i re enter. 2 of 3 are working the one who didn't was the sarah making invincible part. but i can use selfswitches on other events right?
You don't need switch A, at all. You will be able to move when the event ends.

B is okay, but you can probably make it A

C you don't need, either.

Let me show you.

moving5.png

Here's your guy moving. After he's gone, we flip switch A.

moving6.png

Same event, second page. RPGMaker handles pages backward. It will check the highest numbered page, and if those conditions are met, execute that page. If not, it keeps moving down until it either reaches page 1 or executes a page. Once it executes a page, it stops looking through the pages. Since Self Switch A is on for this event, it will run page 2, and since there's no content on Page 2, nothing happens.

Very important: DO NOT MAKE THE FINAL PAGE AUTORUN.

If you have an autorun event, you must have a higher number page with a condition from the autorun page. It doesn't have to be blank, but it must not be autorun. If the page RPGMaker is currently handling is autorun, the event will never end. If you just use erase event, when you go back to the map, the event will execute again.

Also, I strongly agree with the above. Find a tutorial (written), that has you make a project. You need to learn the basics before you can get too flashy.
 

fluffywolf666

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I found a way to do it it's alright  thanks everybody for all the help and the extra tutorials that i used they came really handy ^^
 
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