help with an Event triggering more events

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Started by Hekudan 13 posts View original ↗
  1. Hi :D

    This is my first post (or maybe no.. i posted the same thing before but cant find it so.. repost)

    I want to make a tile event, when you touch it, the map scrolls down a little, then some trap gates activate, then a boss approaches the character and starts a battle... when it finishes the gates open and the boss would never appear again

    My big problem here is how to make an event, trigger more events..

    This is what i've been doing:



    And here is where im stuck :dizzy:



    Also.. im sure this one is all wrong, but my idea is to make the gates look like they are actually moving



    I also tried the quick event (door) creation, but that only makes the sound of a door and uses the transfer command, and after entering or being transfered, the trap stays Off (like the first part of the last picture)

    Hope anyone can answer this
  2. Nice field names ;)

    But on a serious note :D  

    On the last event, add something like 'wait: 10' on the start of each event page, otherwise the event will just quickly skip to the last one with no delay.
  3. You don't really make events trigger other events.


    All the actions/commands will go in your first event (the tile you walk over). It can then use Set Move Route to change OTHER events - set their graphics, make them move, etc. You can also make your event turn on a switch, then have the other events either conditioned by the same switch (so they only appear when you walk over the first event), or give them an extra page conditioned by the switch (so they change their appearance or have different behaviour after you walked over the first).
  4. So what exactly are you trying to do?

    I'm guessing you are trying to make stepping on the one event first close the gate behind you and then scroll the map up to show that monster?

    First, for future reference I would recommend using a "Quick Event Creation: Door" to make the gate, then open that event in the editor and looking at the "Set Move Route". See how it has the event "turning"? Each of those directions corresponds to one position of the gate(the different gate heights you had it selecting in those four pages). Now to raise the gate you would reverse those.

    A fully lowered gate is "Turn Up" and a fully raised gate is "Turn Down" so to raise the gate from all the way down would be "Turn Right" > "Wait: 3 Frames" > "Turn Left" > "Wait: 3 Frames" > "Turn Down". Now that you have this info erase the event commands(Contents:) in it and set the "Options" in the bottom left to "Through" so you can walk through it at first and change the gate graphic to fully open. Make sure to remember the event ID(the "Name" in the top left corner).

    Now on to actually setting it to close the gate when you step on that other tile. Create a new event to act as the trigger(you already have this done), "Priority" set to "Below Characters" and "Trigger" to "Player Touch". Make the "Scroll Map" like you did before, then add a new "Event Command" after it but still in the same event: "Set Move Route" and change the event it is effecting(top left corner) to the gate's event ID, check the "Options" checkbox marked "Wait for Completion" and add the directions: "Turn Right" > "Wait: 3 Frames" > "Turn Left" > "Wait: 3 Frames" > "Turn Down" > "Through Off". Now it will close the gate when you step on it.

    Now you want it to scroll the map up to show the monster, right? Just leave it on the same event page and, leaving out the "Set Event Location" you used before, "Scroll Map" back up the correct number of tiles. Use the "Wait" command to however many seconds you want the player to view the monster(60 frames is 1 second) and have it scroll back down to the player. Now end it with a "Control Self Switch: A =On" and you are done with that "Event Page". Now make a second blank event page with the "Conditions" set to "Self Switch A is On"(this will effectively deactivate the event so it doesn't get triggered each time you go through) and hit okay.

    @>Scroll Map: Down, 5, 4@>Set Move Route: [Gate ID] (Wait): : $>Turn Right: : $>Wait: 3 frame(s): : $>Turn Left: : $>Wait: 3 frame(s): : $>Turn Down: : $>Through OFF@>Scroll Map: Up, 10, 4@>Wait: 60frame(s)@>Scroll Map: Down, 5, 4@>Control Self Switch: A =ON@>Now I'm assuming you want the gate to lower when the monster is defeated? Go into the monster's event commands, now in the "Battle Processing" Win conditions(if you set it to "Can Escape" and/or "Continue even when Loser") or below "Battle Processing"(if you didn't) and (if you want the player to see the gate lower place the "Scroll Map" command here to bring it back into view then) use the "Set Move Route:" > "Event ID"(set to the gate's again) > check the "Options" checkbox marked "Wait for Completion" and add the directions: "Turn Left" > "Wait: 3 Frames" > "Turn Right" > "Wait: 3 Frames" > "Turn Up" > "Through On" to reopen the gate. If you brought the gate back into view you would now want it to scroll the map back up to the character. Now make a second blank event page with the "Conditions" set to "Self Switch A is On"(this will effectively deactivate the event so it vanishes from the map until a new game is started) and hit okay.

    Code:
    @>Battle Processing: Scorpion*3: If Win  @>Scroll Map: Down, 10, 4  @>Set Move Route: [Gate ID] (Wait)  :               : $>Turn Right  :               : $>Wait: 3 frame(s)  :               : $>Turn Left  :               : $>Wait: 3 frame(s)  :               : $>Turn Up  :               : $>Through ON  @>Scroll Map: Up, 10, 4  @>Control Self Switch: A =ON  @>: If Escape  @>: If Lose  @>: Branch End@>
  5. :dizzy:   wa
  6. Hekudan, please don't post unless you're adding a meaningful contribution to a thread. Thank you.
  7. I had to let these people know that i'm not understanding what they're saying..
  8. Short answer: you can use the Move Event command to move events besides the one the command is at.
  9. short but no explanation, newbies are newbies
  10. Hekudan, you have a lot of event pages that aren't needed and no proper activation for them.

    Here is a 4 page event for a trap gate that you can open and close using the "Control Switches..." command from any other event

    I highlighted all the information you need to pay attention to.

    Gate1.pngGate2.pngGate3.pngGate4.png

    You only need to turn on the switches you use for the conditions from anywhere then the event will take care of the rest.

    Edit: there was an error in the 2nd and 4th pages, i re-uploaded them
  11. When someone tried giving a full explanation you said you didn't understand, I thought it meant it was too chewed and gave you a short suggestion that you can apply yourself if you look at it and try to play with the command. Guess mine was too raw instead.
    there is a dropbox at the top of the Move Event where you choose what event you want to move (it gets easier if you name them, else you'll have to go with the number it is automatically given).

    RyokuHasu, pretty sure he is trying to make the events move when another event activates, not make a gate.
  12. problem is his gate was improperly made and would not work right event if he set it up to activate from another event I gave him a gate and told him how to turn it on. If it solves his problem, then hooray.
  13. oops I had forgotten about this post :blush:

    After a lot of training on this App, I made my own event from what I was trying to do and.. I finally got what cadh20000 was trying to say, did it differently but well, spikes that raise instantly are deadlier eh?



    :D