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gosboll

How? NPC appear and disappear at certain times and some other stuff

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Hi

I have been searching and trying to solve these problems on my own but I just can't understand it! :(

 

Questions

1. How do I make an NPC appear and disappear from a map at certain times of the day? (I have Advanced Game Time script installed.)

 

2. How do I make an NPC present itself once and then not present itself again on ANY other map? In my pictures I've used a self-switch but as far as I know it
only applies to the specific event and a normal switch only applies to the map, not ALL maps? Is there such a thing to make a switch apply to ALL maps?
 

3. I want all these conditions to apply to following specific dialouges but only two switches are allowed in the conditions! Is there a way to make one of these to work not as a switch? Can't conditional branches in a way act as "switches"?

   - Morning-talk switch is ON (I have switches for morning, day and night-talk depending on the time of the day and these already works as they should)

   - A switch that enables the NPC to appear between a specific time interval.

   - A switch that disables the "1:st time talk presentation" conversation on ALL maps, not just the current event or map. (In the pics I have a self-switch for this but as far as I know that only applies to that specefic event).

 

Here's what I've been trying so far:

 

Pic1: Shows the event that enables the switch "Gotz is home" to be turned ON to make the NPC and all it's event visible. (Or so I understand it?)

Pic2: Shows the NPC on the "1:st talk presentation" event with the condition that the switch "Gotz is home" must be ON.

Pic3: Shows the NPC with the conditions for "morning-talk" and the "Gotz is home" switches that must be ON. (The other pages covers conversations for night and day and has different variables depending on a firendship system which increases each time the player talks to them).

 

All events that has the condition "Gotz is home" should be able to spawn when the switch is ON, right? But during gameplay the NPC is gone around the clock.

 

Thanks

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post-63694-0-11185800-1452781392_thumb.png

post-63694-0-12104400-1452781393_thumb.png

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Switches apply to your entire project, and are completely separate from maps. There is no connection whatsoever between maps and switches.

 

As for your third question: use loops, conditional branches (with the handling box unchecked), and labels. Don't nest commands in conditional branches, just put in jump to label commands.

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afaik switches are used for all maps. :o

 

And I think you better simplified the "friendship system dialogues" as conditional branches depends on the variables.

Just like, you can create only one page, with all those branches

If <friendshipfar> >=5 then

gotz : hi! :D

else

if <friendshipfar> >=10 then

gotz : Hi best friend! :D

else

gotz : mom said not to talk to stranger... (/x_x)/

end if

 

or something like that... o_ob

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Oh, I'm sorry, I've only been using RPG maker for a week now so I'm still learning. I realized now the switches are global so all but one remains on one map. (Phew!)

 

I don't quite understand the part with loops, conditional branches and labels. Am I to make the whole NPC-event a label and loop it in a new time-control event with a conditional branch that regulates events on different times? :blink: Cuz that theory kinda works in my head... but it's probably wrong.

 

 

 

 

 

 

About the shortening of the number of event pages.. This is as I understood what you said: Pic2 about putting all in one page with conditional branches. But it won't work! I try to talk to the NPC and the first dialouge when he present himself works just fine. (Pic1) But after that I can't talk to him. He just "flicker" one time towards the player and no dialouge comes up.

 

Also, I don't understand the part with the conditional branch you wrote like this:

 

If iffriendshipfar: >=5

Gotz: Hello

Else

iffriendshipfar: >=10

Gotz:Hello best friend!

Else

Gotz: Mommy said not to talk to strangers

end if

 

How is this possible? I mean, if friendship is 10, it agrees with both conditions >=5 AND >=10. Which dialouge will be shown then? Both?

Also, the part when he says "mom told me not to talk to strangers", when will he say that? When condition does not match with the conditional branch it is on? Cuz that would mean when friendship is <10?

Also, what difference does it make to have the conditional branches "inside each other" like this? (Pic3) Will it work if I start with the highest variable value and then branch out with lower and lower with the lowest conditional branch requiring 0 variable Points? *confused*


Woops! Pictures here! :3

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post-63694-0-85857000-1452816879_thumb.png

post-63694-0-70257500-1452816880_thumb.png

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Okay so I've solved all problems exept one thanks to you guys :D Thank you so much! I've actually made it so that the NPC disappears off the map at specefic intervalls too!

 

 

 

 

 

Okay so I've got Another problem now -___-

 

What I want is: If the player arrive to the map at, say 11.30 and the NPC spawned 11.00, the NPC will already have spawned and walking it's route. I've tried a common event that says that the switch to spawn the NPC will be turned on by 11am, but it won't work :(

 

I've only made it work as long as the player is on the specific map. The NPC will then appear and dissapear according to the time I set out, but as soon as the player leaves the map and returns, the NPC spawn anew :(

Edited by gosboll

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