The ancient 2 Posted December 24, 2012 okay this is strange now the stair work and i am verry happy with that but now the screen wont fadein after you got downstairs Share this post Link to post Share on other sites
+ Titanhex 284 Posted December 24, 2012 Delete the fadeout and the fadein from the transfer event. Probably isn't necessary anyways. If it doesn't work you have a parallel process in your new map that is fading out but not fading in. Share this post Link to post Share on other sites
The ancient 2 Posted December 26, 2012 thank you all it works woohoo yeah Share this post Link to post Share on other sites
The ancient 2 Posted January 29, 2013 hello everyone it been awhile now but i have a question still on this topic: whenever i leave the dungeon i cant enter the dungeon anymore how can i make it so that when someone want to enter the dungeon for a 2nd or 3th and so on thanks again for the help. kind regards Share this post Link to post Share on other sites
+ Titanhex 284 Posted January 29, 2013 when the player enters the dungeon the first time either flip a switch or increase a variable. Then on the entrance to the dungeon make sure there's an event with the conditions being that the switch or variable is the appropriate number, and make them transfer into the dungeon via that event. Share this post Link to post Share on other sites
The ancient 2 Posted January 30, 2013 this is what i have at he moment: how do i make an script that make the door available ech time a player enters the building Share this post Link to post Share on other sites
Pryde 17 Posted February 1, 2013 (edited) Is everything resetting or is the transfer event just not working? The transfer works correctly the first time, right? There shouldn't be any issues if so. How about a shot of your transfer event, or even better a recent demo. Titanhex, using a variable, won't this increase the variable every time they enter? By that logic, won't that only gain them a single extra transfer? I'm trying to understand why a special switch would be needed in the first place--assuming everything isn't supposed to reset, this should become a normal transfer event. Edited February 1, 2013 by Pryde Share this post Link to post Share on other sites
+ Titanhex 284 Posted February 1, 2013 (edited) Sorry, I could have worded that better. What I mean is whatever event the transfer spot should be on, should have another page which has a condition of the event or switch being on. Then you can go through it. By default the behavior of the RM Engine is that it resets all events to their initial position after re-entering a map. You can't move an event over 3 then come back and expect it to still be moved over 3. So if doing something rearranges a room and you want that re-arrangement to be permanent you need to set it up with it's new initial positions using events and a new page and a switch or variable. I say use variables because with long, linear sequences variables are far more efficient than switches when keeping track of them. I.E. story events go part 1, 2, 3, 4, 5. 1 variable, easy to keep track of with a variable. Better than using 5 switches. Edited February 1, 2013 by Titanhex Share this post Link to post Share on other sites
The ancient 2 Posted February 1, 2013 there aint no problem with the scrip except that once you use the script and yhen leave the area completely you can not enter the area anymore because the event wont start again. Share this post Link to post Share on other sites
The ancient 2 Posted February 12, 2013 and may i ask an example of what you just said because i cant figure it out? Share this post Link to post Share on other sites