Help with NPC Trouble

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Started by exodus_gear 14 posts View original ↗
  1. Hello, newbie here. I picked up RPG Maker and have been having fun working with it until recenty. I am having a lot of trouble with making a small opening cut scene. I have looked through the manual and some of the other forum posts but I still seem to be messing it up somehow. I am hoping to get a bit of help in figuring this out.

    From what I read and to my understanding. I have my main character set up in the scene disabled.I read I have to create a event that will only hold the graphics and another event that will actually control that graphic. In the room I have it set up to one graphic on the top right hand side, this is the character that should be moving around in the scene. The lower event is the one that I am using to control the npc.

    (I have attached some sceenies to see if that helps)

    I am trying to get the NPC to move left 4 squares, stop, then open text, in fluid motion. After the text is done the NPC then walks down to the stairs. The problem I am having is the character, does not move in a fluid motion. Yes she will step left but then pause for a few seconds before taking the step again. Also I do not know if this is a glitch but sometime she will just teleport to the last square.

    If someone could please help me with this I would greatly appreciate it. Trying to get the NPC to move in fluid motion from one spot to another, display text, then move to a different part of the room.

    room.PNG

    code.PNG
  2. most probably you need to increase the move frequency in the move route command - and you don't need to activate the walking animation manually.


    If that does not solve the problem - do you have any custom scripts installed? Because there is no way that event can "teleport" unless something messes with the engine or there is another event commanding it...
  3. Thank you for that, I could kick myself over it being so simple. I have removed the animation as you stated, as for the teleport script issue, I am only using the scripts that were provided with the purchased copy. I am still having a small issue though, once the character moves, she shows the text but then it seems to reset the movements. Moving 4 more squares in the previous motion, walk pause walk before the player can press action button to make the text go away. Should I be using some sort of switch system to get the npc to stop while the text is displayed then continue movement once text is gone?
  4. no, I just checked you picture again - your problem is that you're using both autonomous movement AND set move route.


    In Cutscenes, you should never use autonomous movement, that is for cases of movement while the player has control. Changed it back to fixed.


    (autonomous movement loops automatically and repeats whenever it is completed)
  5. Yay, thank you so much! Got it fixed and everything is working properly now. :D
  6. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
  7. Problem not yet solved
  8. Alrighty well, I managed to get some of it working, though I am still running across some issues here.

    First off when the character walks to the left, if the action button is pressed and the text goes away the character automatically starts moving down and will then teleport even if not on the stairs.

    The other issue that im having is once the scene cuts out and then opens up again a different character is on the stairs, the problem with this, the character does not appear to be moving even though It appears to me to have the correct route set for movement.

    I provided some screenies of the coding and placement in case that helps.

    Event01 With Blonde head

    She disappears properly once the scene moves on to second part.

    Event02, located next to stairs, not on it. I am using to control the graphics.

    Have it to switch to A after the first scene goes through. Once it switches to A it activates the switch on Event 03

    causing it to show the character and follow the code afterwards.

    Event03 located on stairs

    will appear but will not follow through with the movements, even though it seems like event 2 Is on Second event page with A turned on.

    3.PNG

    321.PNG

    5.PNG

    8.PNG
  9. even without reading anything, the pictures show one of your mistakes:


    If an event has no content, then it should never be set to autorun or parallel process - you did so in two cases, the first and second pages of event 003.


    Set them to action button, or you'll never get anything solved.


    Second, in the move route for down you set it to skip any commands that can't be executed - if there is a move down blocked, it will skip to the transfer command, because that is what skip means.
  10. Yeah i've tried removing the auto run to action button and that did not work. I tried setting the transparency On in the first page of event 003 and of course transparency off on page 2 but that did nothing either.
  11. Delete page 1 of event 3. That does absolutely nothing.


    Page 2 of event 3 is set to autorun, and you have no commands on it.


    Page 2 of event 2 is going to keep looping, because it's set to autorun. AT some point, event 3 is going to hit a wall or another event or something, and the game will freeze.


    The other thing is, you don't have to turn walking animation ON every time you want to walk, and OFF again afterwards. Just check the box on the event that says Walking Animation.
  12. exodus_gear said:
    Yeah i've tried removing the auto run to action button and that did not work.
    And then you set it back?
    That is like saying "I can't start the engine on my car. I tried replacing the flat tire, but because that didn't help with the engine starting I put the flat tire back on the car".


    If it doesn't work after you set the wrong autorun to action button, then you have an additional error somewhere - it doesn't change the fact that empty autoruns are a bug that will prevent the event from functioning correctly at a later time.


    In fact it might be possible that you corrected the other error and the event didn't run due to the wrong autoruns, and then changed the other error back as well. So remove the autoruns, and then go looking for what else might be wrong.
  13. Fixed, after some tinkering.
  14. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.