Move Route, Events and NPCs

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Started by Netherx 9 posts View original ↗
  1. Hello, first time poster here. If this already has been answered somewhere else, then obviously that explanation alone was not good enough for my feeble mind (I have accumulated a great amount of hours googling this issue).

    I am trying to create an event where a player touches a tile, which pops open a text box and 'spawns' an NPC. In turn this NPC will walk over to the player and initiate another text box.

    My predicament is this: How on Earth do I do this!? I have spent countless hours trying to figure out the game flow logic as I am no beginner to programming. My results are generally just infinite loops of the same walking sequence or the NPC spawns but does nothing at all.

    I have included an overview of what my script does so far below, however I am looking for design input and general knowledge on how to accomplish this the cleanest, safest way possible. Any help is greatly appreciated!

    LandoIntroduction01.png

    LandoIntroduction02.png

    MapOverview.png
  2. What is supposed to be happening with the self-switch? I think you are wanting just a switch. A self-switch only works within the same event. If you are trying to check to see if a switch set in another event is off or on, you don't want to use a self-switch.

    Get rid of the conditional branch. Put the other stuff there. Instead of self-switch D, turn on self-switch A. Create a second page in the same event, condition set to self-switch A and leave it blank. Maybe this is kind of what you were trying to do?

    Screenshot 2014-06-03 22.20.32.png

    Screenshot 2014-06-03 22.20.36.png

    Also, keep in mind that if you are wanting to have the NPC move a certain way and say something, you can control that from this same event, before the self-switch A is turned on. When you set a move route, you can choose which event to control up at the top drop-down menu.
  3. mlogan said:
    What is supposed to be happening with the self-switch? I think you are wanting just a switch. A self-switch only works within the same event. If you are trying to check to see if a switch set in another event is off or on, you don't want to use a self-switch.

    Get rid of the conditional branch. Put the other stuff there. Instead of self-switch D, turn on self-switch A. Create a second page in the same event, condition set to self-switch A and leave it blank. Maybe this is kind of what you were trying to do?
    The self-switch is there, as the comment points out in the editor, to serve as a 'check'. I intend to re-use this map later on and from reading earlier posts on here, self-switches are good for 'temporarily' check certain conditions and execute the code within the branches. Thus, it's used to stop the event from running ever again, once it's been set to 'ON'.

    "Put the other stuff there" - What do you mean? What other stuff? That's my problem, I need an good idea on how to spawn my NPC, and make it move without having it to infinitely walk about.

    Also, I figure inside the conditional branch, I could just run another event page through yet another self-switch, right? That's what I used to do, although my design wasn't good enough.
  4. You may have posted as I was editing mine with a bit more information.

    Other stuff here - whatever you want to happen. I'm sorry, I'm tired and need to go to bed so I did not feel like recreating everything you have in your event. But this is where you put in the text, the movements, etc. And as I said, you can control another event at this point as well, using a move route that is set to control it.

    If you are wanting to turn off the event permanently, use a regular switch instead of self-switch A.
  5. mlogan said:
    You may have posted as I was editing mine with a bit more information.

    Other stuff here - whatever you want to happen. I'm sorry, I'm tired and need to go to bed so I did not feel like recreating everything you have in your event. But this is where you put in the text, the movements, etc. And as I said, you can control another event at this point as well, using a move route that is set to control it.

    If you are wanting to turn off the event permanently, use a regular switch instead of self-switch A.
    Alright, thanks mate anyway!

    Yes, using the Move Route to control LandoIntroduction02 movement is what I had intended – the problem however is that I do not know how to make the NPC spawn at the right time. If I choose to do it this way, the NPC is still visible throughout the entire game. If anyone can help me with this particular problem, I think I'll be okay!
  6. In the move route there's a button called "change graphic" you can change the graphic of the actor there, and you can make it invisible by selecting none when you choose the graphic. oh, also you can change the opacity to 0 in the move route command. and the transparent button. you can make  something transparent with these.

  7. No you don't need to use change graphic. Just have the first page of LandoIntroduction02 be a blank graphic and a second page, with a condition of a switch turned on in 01 with whatever character graphic you want it to be.
  8. Ah. Well that'll work too. But i don't use any switch there, just plain move route command.
  9. Jajunk's solution worked for me, thank you very much! I have spent enormous amounts of time on such a little thing.. Didn't even notice there was an option like that.

    Mlogan, yes I agree, that'd be an more 'elegant' solution because of the no-need of an extra event creation! However, for starters like me, I think this works as well.