The ancient 2 Posted December 19, 2012 hello, i'm having some difficulties with my event. ill explain what i want to do. my main character needs to play a organ to make two statues move in opposit ways, and make a door visible who aint visible when the statues are in place. can Someone help me out with this i know that i need to uses switches and variables but i dont understand how to use them in event? and how to connect multiple event together. Share this post Link to post Share on other sites
BOSSBERRY 28 Posted December 22, 2012 So from what I understand, you just want them to move as oppose to a minigame. So you'd just need a map like this Then in front of the door, have an event like this on the 2nd page just the default page but with priority "same as characters" And then on the organ have But the 2nd page is blank when switch "organ played" is on Share this post Link to post Share on other sites
The ancient 2 Posted December 22, 2012 this is the church i have: i'll explain my full story here: 1. i need to play the organ while i play i need to see the two statues move in opposite directions bij one square so a door or starircase becomes visible. 2. when the organ is done there needs to come out of the fireplace an huge fire that summons a min-boss whom starts to chat with me and then a battle commence. after the battle the mini-boss needs to drop an item needed further in the game and say something before he vanishes out of the game. 3 this all just happens ones in the save game. i hope that i am more clear about my question Share this post Link to post Share on other sites
BOSSBERRY 28 Posted December 22, 2012 No I'm not sure what more you're looking for. If you want me to event a full scene for you that's fine just send me a demo of the map. Share this post Link to post Share on other sites
Pryde 17 Posted December 23, 2012 Demo2.zip Here's a quick unencryped demo project. Share this post Link to post Share on other sites
The ancient 2 Posted December 23, 2012 the demo is exactly what i wanted thanks Pryde i'm now gonna open it to see and hopefully understand how you did that thanks again Share this post Link to post Share on other sites
The ancient 2 Posted December 23, 2012 most thing is understand now but why is the Through on i dont get the function of that status Share this post Link to post Share on other sites
BOSSBERRY 28 Posted December 23, 2012 So an object is temporarily passable so you can move through it, then make it solid again when you need to. Share this post Link to post Share on other sites
The ancient 2 Posted December 23, 2012 so i know now how to make a thrilling event but now the flame of the boss wont disappear like in your demo Share this post Link to post Share on other sites
Pryde 17 Posted December 23, 2012 (edited) Bossberry is correct. Without the Through feature on the statues, they wouldn't move. We are effectively forcing them to move across the wall tiles, which are normally impassable. The surprise difficulty was actually the hidden staircase. We had to do that the hard way with player coords. Not being able to place one event on top of another, I had to throw the coords in there on the second page to allow the staircase to actually lead somewhere... EDIT You probably saw the switch on the bottom of the first page. In the BossFlame's event, give it a second page (left blank) linked to that same switch. It will "turn off" both the boss and the event as a whole so you don't have to fight every time you enter the room--both with the same switch. Edited December 23, 2012 by Pryde 1 Share this post Link to post Share on other sites
The ancient 2 Posted December 23, 2012 okay thanks for the effort I can create worlds, towns and even decorate buildings now but the events are hard to make. and my conditional branch gets an Else in its branch i hope that wont be a problem? Share this post Link to post Share on other sites
Pryde 17 Posted December 23, 2012 No. I turned it off on mine just to keep it clean and save a little space, but in this case leaving it there with nothing in the Else field is still fine since there aren't any failure conditions applicable. Share this post Link to post Share on other sites
The ancient 2 Posted December 23, 2012 that is possible but know the staircase doesnt work how can i fix it? Share this post Link to post Share on other sites
Pryde 17 Posted December 24, 2012 There could be any number of reasons. Could you upload a demo or screen shots detailing your eventing regarding how you set up your Y variable tracking the Player Coord and the conditional branch? Share this post Link to post Share on other sites
The ancient 2 Posted December 24, 2012 this is what i have? you kill the the boss and he turns back to a pile of wood back in the fireplace and then nothing happens when yo enter the staircase Share this post Link to post Share on other sites
+ Titanhex 284 Posted December 24, 2012 This one should be pretty obvious. You're giving the man the fish, instead of the rod, Pryde. Firstly the second page needs to be blank. But before you delete everything in the page, take the stuff inside the conditional branch (Copy it). Then make sure you double click the stair case in event mode. Set the new event you're making to Below Char, and player touch. Paste the stuff you copied into the staircase.Here's why it's not working in the screenshot. Firstly you're setting the variable to 0. Then you're checking if that same variable is equal to 2. If you're setting it to 0 before you check if it's equal to 2, it will never, ever, ever be 2. It will always be 0. So everything inside that conditional branch will never ever happen. Share this post Link to post Share on other sites
The ancient 2 Posted December 24, 2012 how can i make multiple event on one spot? Share this post Link to post Share on other sites
Pryde 17 Posted December 24, 2012 Titanhex may be forgetting that the staircase cannot be evented directly because the statue event is initially covering it. That's why we have the variable there in the first place--to track the player's position and transfer him manually when he reaches the stairs. That's also why we need the second page--so he can continue to use those stairs without having to play the organ and fight the miniboss every time he enters the room. The problem is in your Control Variable. You aren't setting it to check for the player's position. Operation should be Set, while Operand/Game Data should be Player's Map Y. Your event page should say @>Control Variables: [name of variable] = Player's Map Y Does this fix the stairs? Share this post Link to post Share on other sites
The ancient 2 Posted December 24, 2012 if you mean like this then it doesnt work Share this post Link to post Share on other sites
Pryde 17 Posted December 24, 2012 Could you upload your project folder, or send it to me in a PM? It should be working. Share this post Link to post Share on other sites
+ Titanhex 284 Posted December 24, 2012 (edited) Yea that's my fault. I only glanced the problem. We're checking for 2 as the player's map Y. I think there's a really good chance that 2 should actually be 5 if I'm reading his map right. In order to find what part of the map the variable should equal, hover your mouse over where the staircase is in the editor. In the bottom right of the editor are 2 numbers. The left number to the comma is the X location, the right is the Y location. Instead of it equaling 2, make it equal the Y value. What we're trying to do here is check what Y the player is standing on. If their Y equals the same Y as the staircase (because we're assuming there's only one spot on the X axis you can be when you reach that Y coordinate) you get transferred to the next map. If you really want to see if it works, before you make any changes hold down ctrl (Lets you move through walls in Test Play mode) and just run all the way to the top of the map through the walls after you've beaten the boss. Once you hit the third square down you should be transferred. While events can't (initially) overlap, they can overlap if one is through and it moves to the position. We can also set up a switch check on an event page that would turn the event into a staircase. Parallel process always has potential to slow down the game (When coupled with a lot of other parallel processes and scripts), so using them to enter a staircase is usually overkill. Edited December 24, 2012 by Titanhex Share this post Link to post Share on other sites
Pryde 17 Posted December 24, 2012 (edited) You're right Titanhex. I didn't even think to match the size of my demo wall to his as far as XY is concerned. *face palm* Changing the Y number to 4 or 5 (mine should have been 3, but only worked when I set it to 2...no idea why) should fix the stairs. Alternatively, he brings up an obviously easier solution: have an invisible event set to Below Character above the staircase set to move down one square onto the staircase at the same time we are moving the statues. The statues are out of the way, we now have an event on the stairs that can be used to transfer the party, and we can drop the variable entirely. Simpler really is easier. LOL Thanks for the perspective, Titanhex. Edited December 24, 2012 by Pryde Share this post Link to post Share on other sites
+ Titanhex 284 Posted December 24, 2012 No problem. I'm free to fix any problems people have with eventing. My skills there should be enough to help and do it quickly. On a side note, your 3 only working as 2 is because the Y starts at 0. So 0 is the first square at the top. This would mean the third square down is 2. Share this post Link to post Share on other sites
The ancient 2 Posted December 24, 2012 i cannot uplaod a ror file or an demo strangely though it says that i am not permitted to upload this kind of file the editor gives me 009,004 thats where the statue face is and behind the stairs Share this post Link to post Share on other sites
+ Titanhex 284 Posted December 24, 2012 Then instead of the conditional branch value == 2, put it as == 4 Share this post Link to post Share on other sites