Hello,
I'm new with RPG Maker and I have a problem with my door event.
I hope you can understand what I want to say. My english is not the best :(
Situation:
I have an Inn with 3 rooms + doors. If you speak with the Inn keeper you can buy temporarily access to the rooms.
Door events looks like
event react by hero action
conditional branch switch 010zimmer1 on
true:
> door event open
false
>rotation fix
>text message room 1 is locked
Event tests
Test 1
before speak with Inn keeper
door disappear and text message appear
speak then with inn keeper
get access to this room
door is still vanished
action with event and door open event start
Test 2
speak with Inn keeper
event runs normally
I have tried to set rotation fix at event page 1 but then I have the problem, that my door wont vanish if I get access to this room.
Problem with temporarily locked door event
● ARCHIVED · READ-ONLY
-
-
I think it would be a lot clearer if you posted screen shots of your events. These need to be the whole page, not just the commands. Only then will people have all the information they need to help you.
-
I don't know what you want to archieve with that rotation fix.
Look at how the preset door event works and put something similar inside the if-case. And for the else-case just add the message.
It should look similar to this one:
Spoiler
-
I've done something similar with locked doors. I'd suggest the innkeeper giving you a key then checking if the key is in the inventory. You could even set a timer where after so long the key is removed if you want to be a real stickler for the key only lasting a limited amount of time (or setting it so when they leave, the key is removed by a touch event)
-
Hello,
@ksjp17:
my door event looks like this from thetruecyprien.
@thetruecrypien:
yeah that's how my event looks like.
but if i try to open that door before i speak with the inn keeper the door graphic disappear and i dont understand why this happen.
the event still exist only the graphic disappear that is my problem.
that rotation fix option was a mistake i see
@ahston:
your event is similar to my but i use switches instead of keys. my switches reset every time you leave the area
when i'm home i upload some pictures to show what exactly mean. -
If it behaves differently, then something is different. And if you don't see the important difference, then we need to see your variant of the event to check the possible mistakes.my door event looks like this from thetruecyprien.
@thetruecrypien:
yeah that's how my event looks like.
but if i try to open that door before i speak with the inn keeper the door graphic disappear and i dont understand why this happen.
the event still exist only the graphic disappear that is my problem.
Your description sounds as if you set the wrong condition somewhere, and the event in the screenshot above doesn't even use conditions, it only uses conditional branches. And if you can't read German, you might have mistaken some commands from it...
So please, if you want help, give us a screenshot of your event page(s) -
German:
@Andar:
Wie in meinem Profil steht, ist meine Muttersprache Deutsch :) .
Also ja, ich verstehe was in dem geposteten Event steht.
Wie geschrieben arbeitet mein Tür-Event genauso. Die Bedingsabfrage fragt halt, ob beim Inn keeper das jeweilige Zimmer bezahlt wurde.
Ist dies nicht der Fall verschwindet eben die Türgrafik das Event läuft aber ansonsten wie gewünscht. Hat man das jeweilige Zimmer gekauft läuft das Event problemlos ab, sprich Tür geht auf und Held schreitet in das Zimmer.
Und wie am Ende meines letzten Beitrages steht, werde ich heute Abend, wenn ich wieder zu Hause bin, auch Bilder zu den Events hochladen. :)
English but shorter
@Andar:
My first language is German so I can read the Event page from thetruecyprien.
How i wrote earlier i use a conditional branch like "if switch room 1 is on (also you have speak with the Inn Keeper and buy room 1)" then door event start and hero enter the room. if not text message appear like "room 1 is locked".
the only problem i have is, that my door graphic by else disappear.
and so i have wrote in my last post that i will upload pictures for the events if im at home. :) -
Yes, pictures will be a big help. Make sure you take a screenshot of the WHOLE event page, not just the command list, because the problem is likely to be somewhere else on the page.
-
But just from reading I have an idea...
Did you remember to leave a first page for when the switch is still off? -
Hello,
now Im at home and I can upload the pictures.
Picture 1 show the door_event

Picture 2 show the inn_keeper_event, if you buy here the first room you get access for room 1 shown in picture 1

Last picture shows my problem. If I interact with the door she disapear like i wrote.

I say thanks to all of you who are trying to help me :)



-
the third box in the options, Fix Direction. Mark it.
Your problem seems to be that the event is turning to the character, and that direction is it open -
-
Mark that option and just set fix direction off in the begining of the door-opening move event. Then, at the end of the move event, set the fix direction on again.
-
Without direction fix, the door event "turns" toward the player, resulting in random parts visible.
1) set direction fix ON for the entire event
2) in the move route command for opening the room, turn off the direction fix first, then have the display and the player move route, then turn it ON again.
3) remove the direction fix ON command from the branche where the room remains locked
The problem was created by activating direction fix in the wrong moment, when the door was turned to show the open sprite. -
1000 thanks to all of you :) .
Now the event does what i want.
Thanks for the help.
