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Othello
First of all, I'm sorry if this is in the wrong forum. I'm not really good with finding the right forums sometimes.
Well, back to the topic now.

The event/quest thing I'm doing right now worked perfectly fine until I got to the final bit.
In short it's like this: It's in a dungeon. Player walks down a few steps and jumps into an event where he
walks down, around a corner then up a few steps then says that he should leave the prison guards alone,
then walks back one step. I made it so that when you try to go back up, it stops you.
Picture 1


Then to the quest part. You can only pass this points, aka bother the guards, when you have Wine to deliver
from the town. I mnade it so that it works to pass that point when you have Wine, but when I talk to the guard
I just delivered the Wine to he repeats the same thing as he sai when he got the Wine, that being "Good. Now
get out of here!" instead of what he's supposed to say, which is jibberjabbish since he's talking bull with his
other guard friend.
Picture 2


And the last thing. When I tyr to walk back down, out of their room, I run in to the "Better not go there now." again.
Which means, it stops me from going up there again.

I tried giving you as much information as possible, since I've been working with this problem for a while now.
I tried experimenting with different settings, branches and switches. But since I do not not very much of the program
I chose to sign up and ask for help! thumbsup.gif

Thank you in advance! smile.gif
Taiine
This is better done with self switches and added event pages to the event. You don't really need Control Switches for something as simple as this.

So on your first screen shot, replace the control switch with a Control SELF switch A is ON. Then make a new event page in that event, along the side, where it says Self Switch change it to A.
Now put your event info for if you have the wine on the new event page.. So now you give the wine.
Now do another self switch, this time use B, make another event page.. along side, Self Switch B is on, put the rest of the stuff there.
Now if you don't want that last bit to repeat every time. Again, another self switch, another letter,another event page, and have it blank or what you want to happen every time you try and go back.

The reason why it's repeating for you. Is well, cause of how you are handling the switch. You have a 'do this if it's on' and a 'do this if it's off'.

It starts off, gets turned on, then gets switched back off. So now the event is set to start over from where it started cause it's back to off, as if you never touched it, and sense you have no wine, it's showing the 'better not' part of the branch.

If you want to leave it as is, but make it not loop, instead of that last control switch OFF event as seen on screen shot 2, again, self switch, new event page, and put what you DO what to repeat on that page.

Here's some screenies. this is roughly your whole event (minus images and used throw in text) used with self switches.

Three screenies of the event




realized shot 2 shows + item and not - item.. my bad. but you get the idea I hope :P
Othello
Thank you for your answer! biggrin.gif

I put more pages to the event and did whatever I understood I should do. But when playtesting it still doesnt
work as I want it to work...

Here's two pictures of the prison/dungeon and I sdrew some lines to try to explain the event.
Prison pictures



Ignore the cannon ball on the bottom, it's the "wine" while I'm testing. ^^'

Here are the pages of the events:

The switch here made "Better not" play only once, then you're able to walk past this point.
Room entrance event



The guard does not accept the wine anymore. Just goes straight to the normal conversation.
Prison guard event





Though I'm not sure, at all, when it comes to using branches. I undestand the self switches but I'm having trounble
with the branches. What do do if you can and what to do if oyu cant, it's quite confusing.

Well, this is what I have now. smile.gif

Oh sorry, one more thing. This wine is a part of a quest since you have to get it from town... Dont know if I already
said that. o.o I need to connect that lady in town to this wine... thing. ^^
Ghilliesniperninja
I have a quick question about Control SELF switches. Is there a way to reset all of the SELF switches in a dungeon? So if I make a dungeon players go into hit some switches to open doors and pick up some items/materials along the way then they kill the boss at the end. Can I make an event that will reset all the SELF switches for all the events in the dungeon when they leave the dungeon so that the player is able to go through it again to get more of the items/materials and also have to hit many of the same switches to open the doors in the dungeon? Or do I have to use the normal Control switches and use the Control SELF switches only for the super rare items you can only get one of in the game?
Taiine
Don't put the self switch at the end like you did, look how it's set in the first screen shot I posted. You place it IN the branch so that yes, when you get the wine, it'll play that part of the event, then the self switch turns on.


Just like seen there. If you have the item, run event in that way, turn on switch, else, just do whatevers in the else.
Othello
It works perfectly fine now! The reason why I posted so many pictures was that I didnt quite get what you meant
with your answer. But now that I noticed that the switch wasnt really needed, I replaced it with "[Wine] in Inventory"
and the second I did, I understood what you meant.

I think I learned that switches arent needed for small things like this~
Thank you, Taiine!
biggrin.gif
Othello
There is one more thing. I didn't want to create another topic since I dont want to fill the board with my questions. ^^'

I've done a prison door. It opens when you have a jail key and everything works perfectly fine. But when it's open,
I cant walk through it. I should be able to walk throuhg it, but I cant. I've put it there just like any other door.

How can I solve this?
Ghilliesniperninja
QUOTE (Othello @ Nov 5 2010, 08:25 AM) *
There is one more thing. I didn't want to create another topic since I dont want to fill the board with my questions. ^^'

I've done a prison door. It opens when you have a jail key and everything works perfectly fine. But when it's open,
I cant walk through it. I should be able to walk throuhg it, but I cant. I've put it there just like any other door.

How can I solve this?


I made a Jail door and had that problem too at first. What I did is just made the first page on the event with the door closed and I set the Freq: at 4:High then on the 2nd page when it's open I set it at Freq: at 3: Low and the player can walk right through.
Taiine
Also check the tiles behind the door. If you have tiles behind it that can't be walked on, that can also cause the door to not work. That sounds like the likly issue. If you are using a move route to make the player go though the door, set through to ON then at the end set through to OFF .
Another fix is just remove one twall tile thats behind the door so that the player can walk in that space (the recommended fix)
Othello
I've tried using both methods, but none of them seems to work. Now I can barely start the playtesting though.
Ever since I created the city map my playtesting has been lagging a whole lot. Takes a minute or more for it to
load, and when finally in I can barely see the character move before it's reached its goal. That means I've got
both an issue with lag and a jail door... wacko.gif

I'm very thankful for your help!
Taiine
it sounds like you have WAY to many parallel processes going on. Care to upload the project? May be able to help better by having a looksee.
Othello
Well, that's the funny part. I havent used any parallel processes. But in the end I got so annoyed that I restarted
the computer and that seems to have work.

I could still use some help with the jail door, but since I dont want to post it here to make it fully public I'd rather
send it to you personally if there is some kind of way. smile.gif

My first project in a year, dont want anything to be copied or somehting like that. Me being overprotective, I guess. ^^'
Taiine
upload it somewhere and send it via pm, and I'll poke that annoying door for you.
Othello
Okay, it's sent!
Taiine
Okay, I corrected your door issue. I also showed you a much MUCH simpler way of doing your doors.

By the way, liking your mapping thus fare. :3

By the way, if you only want one player in your party at start, remove the extras under 'System' in your database.
Othello
I learned it by a tutorial. Was really confused by it at first. But thanks for showing me a better way, I'll check it right away!

I really enjoy mapping and try my very best at each one of them, thanks! ^^

I was wondering how you could do that... Good to know. smile.gif I'll change it too.
Is it possible to add players as you go, permanent changes, or only temporary?
Taiine
Yes you can add and change party members as you go.
Page 1 of the event commands, right row, "Change Party Member"
That lets you add, and remove members.
Othello
Oh okay, thank you again and sorry for all the questions. ^^'

Should I post new topics each time I need hlep or should I continue with this one?
I'm not really sure what's preferred..
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