Hi I am trying to make an event where basically you act as a distraction while an NPC grabs an item in a chest. I have tried many things but I can not get the NPC's movement to go as the dialogue of my character is going on. I managed to get the 1st set route to work by putting it underneath the 1st text box so by the time the 2nd one pops up the first route is going however I can not get the other set routes to start right after. If I get rid of the wait until completion on the other 2, they just happen at the same time as the 1st set route. I have everything in one event right now. Anyone know how to accomplish this?
How to have a distraction type event
● ARCHIVED · READ-ONLY
-
-
please post screenshots of your event pages, and post a list-description what should happen after what other part (your text description is difficult to read)
-
I'm a bit confused as to what's causing the problem. What I'd recommend is breaking it up. Assign a variable to this event and keep adding 1 to this variable every time you want something new happen, and give the NPC a respective movement page. So like this:
Dialogue happens
variable A +1 (NPC moves forward)
Dialogue happens
variable A + 1 (now at 2, NPC now uses its 2nd event page with a different movement)
Dialogue happens
variable A + 1 (now at 3, NPC uses its 3rd event page)
and so on...
Just make sure there's sufficient wait to allow the NPC to complete each of its movements, even if the player forcefully skips all the dialogue. -
Yea I was thinking about something along those lines. What I am going to try is to do the one move route and time how long it takes to get to the destination and then add a wait of however many seconds it took before the next route. If that works then I just have to fit the open chest animation in. Which I guess I could just use the same wait time on a separate event. If it doesn't work I will proceed to post a screenshot
-
-
xShoot4WarAmpsx, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.
If you want to add something, and the last post is still your own, then edit that post.
An I suggest for the next screenshots, make them with [Alt]-[PrtScrn] instead of only [PrtScrn], the text is too small to be easily readable.
What exactly is your current problem with that event?
One info for you: a wait command inside a set move route command is different than a wait command directly in the event, that might cause some problems depending on what exactly you want the event to do. -
I figured out the original issue. My problem was I couldn't get the dialogue to go at the same time as the other characters movement. I got that working but if someone who plays the game decides to skip the dialogue, the character does not move properly. She will stop midway through the first route and start on the second if you skip the dialogue. Is there a way to set the dialogue to move on after a set amount of time instead of when the action trigger is pressed.
EDIT: I found a script that allows me to set the # of frames to wait before drawing each character and I set it to a point where the dialogue is slowed long enough for the movements to be made. -
You don't necessarily have to slow the dialogue down. You can manipulate the scene to such a way to make it natural and functional at the same time. For example the two characters who are talking, they don't have to respond to one another immediately. They could have pauses in the conversation, for example one of them turns away for a moment, or takes a step in another direction, and so on.
-
I've moved this thread to VX Ace Support. Please be sure to post your threads in the correct forum next time. Thank you.
-
Wouldn't work for my situation. The entire point is to have the one character looking at my character while another NPC moves behind him unnoticed. The scene is also pretty lengthy. Just for the NPC to reach the chest is 8-9 seconds then she needs to move back as well. I slowed the dialogue down to a point where it doesn't look so unnatural. It flows pretty well. I just slowed every character drawn by 3 frames. It would have been nicer if I could have just set the text box sit there for X amount of frames/seconds before moving on to the next one instead of using the action trigger to move on..
-
There are codes in the text boxes that will force it to pause for a while - you could just enter enough of those to make sure your NPC has moved to where they need to be.

