Nov 22 2010, 03:19 PM
So I've set up a chest using self switches. The very first thing the event does on page 1 is play the chest sound effect, it then goes through the parallel processes untill the animation is complete and the player recieves an item on event page 4. What I wanted to do, was when the player recieves the item, I want to play a sound effect, however when I do it the "chest open" SE bleeds into the "recieve" SE, which is not what I want. How do I set up the event so that the "chest open" SE plays and completely finishes first, before the "recieve" SE plays?
Nov 22 2010, 06:34 PM
Why are you using event pages? You know you can animate the chest opening by using set move route to 'this event' and just use face up, left, right,. down, then add a wait until move completion then give item. Just add a sound effect for the chest opening, then move route, wait, give item, play sound effect for item, self switch, page 2 have just chest open and no commands.
Very simple. I don't get why people use the 4 page thing to animate objects opening, it just makes thing's that much more complacated.
Nov 22 2010, 09:16 PM
Taiine, relax. We were all noobs to this at one time.
Here you go VW1. http://dsmith77.wordpress.com/2008/03/17/h...n-rpg-maker-xp/
Just follow the instructions and make sure you click on the image to see If your event is set up right.
Nov 23 2010, 12:02 AM
I just told him the same thing, though with using all the directions, not just flick to up/open. I know we were all noobs before, that's why I told him how to do it with out needing 4 event pages. Though I really don't get why people do it this other way. :/
Nov 23 2010, 05:05 AM
I think because its the way it was done in rpg maker 2000, not sure though. It's hard to follow just instructions without having some kind of visual representation. Good thing I'm a nice guy!
Nov 23 2010, 07:40 AM
How are we controlling a chest's animation with the set move route command? The reason I set the chest up like that is because it's the only way I could think of!
Nov 23 2010, 01:13 PM
Simple my friend. See with character sets, they all have directions they can face. Walking animations use this to make the character look like he is walking. The set move route makes the character set face a certain direction before walking, but with the chest it just has to be set to turn up. Or if you want a more pleasing effect, set it up like this.
The set up is of VX but it works nonetheless.
Nov 23 2010, 01:30 PM
Thanks! But why are we using turn up, turn left or whatever? I get that it does something to the chest, most likely makes it cycle through it's animation, but I don't get why... :/ Does it correlate to walking animation, except instead of the player walking, the chest "walks" or opens? How many walking frames does each player sprite have?
Nov 23 2010, 01:57 PM
Yes that's exactly what it does. It cause the chest to cycle to a specific frame of it's animation. Character sets have four rows with three animations in each one. Look here:
See how he has a standing position in between the animations? When he's not walking? All that set up does is make him face a new direction. Say If I set the move route to have him face up, bottom row middle animation would be used to represent the new direction.
The chest character set animations represent opening and close, but the direction facing is the same as the guy above.
Try the setup and you'll see.
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