Skip part of the event?

● ARCHIVED · READ-ONLY
Started by ElvenNeko 52 posts Page 1 of 3 View original ↗
  1. I know that end processing can help me end the entire event. But is there a way to skip only part of the event, moving to certain spot of it?
  2. It depends on what your event is. you can use labels to jump to another portion of the event, but if your event includes stuff like character movement, variable manipualtion, item manipulation, etc. all of that gets skipped
  3. Robro33 said:
    It depends on what your event is. you can use labels to jump to another portion of the event, but if your event includes stuff like character movement, variable manipualtion, item manipulation, etc. all of that gets skipped
    That is what i want to do, add option to skip certain scenes. Thank you, will try labels, never used those before.
  4. You could just use if statements
  5. So the labels work, but i have a problem with activating them. I want to give the player a choice to skip the cutscene, but not something he can randomly press. If i try to run the choice window, there is no option for it to not wait for player's input and go on with the event. Is there anything else i can use?


    AquaEcho said:
    You could just use if statements
    I don't know what it is.
  6. ElvenNeko said:
    I want to give the player a choice to skip the cutscene, but not something he can randomly press. If i try to run the choice window, there is no option for it to not wait for player's input and go on with the event. Is there anything else i can use?
    No, that's not the way events work in RPG Maker.

    If you Google it, there are several plugins dedicated to letting you skip cutscene events.

    ElvenNeko said:
    I don't know what it is.
    She meant Conditional Branch.
  7. ATT_Turan said:
    If you Google it, there are several plugins dedicated to letting you skip cutscene events.
    I think i looked into one of them, but it skips the entire event, not the part of it. Will look more.
    ATT_Turan said:
    She meant Conditional Branch.
    Will it work for my goals?
  8. A conditional branch/if statement is just a true or false check that gates a block of code. If a condition is true, run the following block of code (e.g. play cutscene). If it's false it just gets skipped.
  9. AquaEcho said:
    A conditional branch/if statement is just a true or false check that gates a block of code. If a condition is true, run the following block of code (e.g. play cutscene). If it's false it just gets skipped.
    How do i implement it? I need a button that will be active all the time during other events play out (characters move, pictures shown) that will skip me to the next label. I can't think about any way to condition choice that. Like, i can make a conditional choice that you move to the label if action button is pressed. But it will work only during the check, and move to the outcome. I have no idea how to make it perform this check all the time during other events playing out.
  10. you can perfectly combine them

    variable X = 0 (just if you want to control this one, or if parallel, use + 10 wait frame
    if: condition: variable X = 1
    condition is true
    jump to label "complete 1"
    else
    if condition Variable X = 2
    condition is true
    jump to label "complete 2"
    else
    false
    end
    end

    keep in mind using conditional branch, everything BEHIND it still runs if false,
    but stops if nothing behind it, you need to do it correctly to run it nicely.

    maybe with a label "Jump to End" so it wont run if completed, but it can work
    much better than just jump to label as you control the boolean here where as
    normal jump to label doesn't have it.
  11. ShadowDragon said:
    you can perfectly combine them

    variable X = 0 (just if you want to control this one, or if parallel, use + 10 wait frame
    if: condition: variable X = 1
    condition is true
    jump to label "complete 1"
    else
    if condition Variable X = 2
    condition is true
    jump to label "complete 2"
    else
    false
    end
    end

    keep in mind using conditional branch, everything BEHIND it still runs if false,
    but stops if nothing behind it, you need to do it correctly to run it nicely.

    maybe with a label "Jump to End" so it wont run if completed, but it can work
    much better than just jump to label as you control the boolean here where as
    normal jump to label doesn't have it.

    I think that i did... most of it. Not sure what "condition is true" and "false" means and how i add it to the event. Also unsure about where the event content goes. How would you use it in game. And what's everything of that even means. Maybe i am too sleepy or as usual too stupid when it comes to tech stuff. Will try to figure out tomorrow, or look for plugin.
  12. You've already received great solutions, so I'd like to offer an alternative. You could make use of event self-switches (although this would require at least 3 pages for the event).

    On the first page, add the choice to skip the cutscene. Yes = self-switch C On.
    No = self-switch B On.
    The second page, which would activate with the condition B On, contains your scene and at the final command, it activates self-switch C.
    The third page, which activates with the condition C On, contains the post-scene. You could also do this with just 2 pages, but I think this solution is simpler and more organized.
  13. ISC said:
    You've already received great solutions, so I'd like to offer an alternative. You could make use of event self-switches (although this would require at least 3 pages for the event).

    On the first page, add the choice to skip the cutscene. Yes = self-switch C On.
    No = self-switch B On.
    The second page, which would activate with the condition B On, contains your scene and at the final command, it activates self-switch C.
    The third page, which activates with the condition C On, contains the post-scene. You could also do this with just 2 pages, but I think this solution is simpler and more organized.
    How would i keep the choice window active during the scene? I want it to be skippable at any time, not just on the beginning.
  14. variable = 0 on top is a mistake, as it is always 0, but it is a variable you control
    else where to control the condition checks nicely.

    or it will always be 0 on interaction.
  15. If you want, you could avoid inserting any code at all. By default, if you hold down Z, or the page up and down keys, the scene moves forward at an accelerated speed. It’s not exactly a skip, but it saves you from adding extra code. However, if you want to keep the skip feature, I think pressing a key would be more suitable than using the typical choices.
  16. ISC said:
    If you want, you could avoid inserting any code at all. By default, if you hold down Z, or the page up and down keys, the scene moves forward at an accelerated speed. It’s not exactly a skip, but it saves you from adding extra code. However, if you want to keep the skip feature, I think pressing a key would be more suitable than using the typical choices.
    It will not work to skip songs and videos. And i want not accelerated scene, but full skip.

    Button will work even better, but i still have no idea how to implement it.
  17. Ok. Are we talking about scenes that use only cutscenes, or mixed scenes? Usually, a 'cutscene' refers to the composition of event paths. It's important to understand this because stopping a cutscene is different from stopping a scene with event paths. As for the music, it's easy; there is a fade-out command. Implementing key press control isn’t difficult, but we first need to understand what it needs to act on. So, do we have cutscenes mixed with movement scenes here, or just cutscenes?
  18. I'm sorry, @ISC - it's probably a translation issue? but your post makes no sense.

    For one thing, these two things directly contradict each other:
    ISC said:
    Usually, a 'cutscene' refers to the composition of event paths
    ISC said:
    It's important to understand this because stopping a cutscene is different from stopping a scene with event paths.
    If a cutscene refers to that, then how are they different?

    And what does "composition of event paths" even mean? There are no words like that in RPG Maker.

    ISC said:
    Implementing key press control isn’t difficult
    It actually is, which is why there are plugins to do this, as I mentioned yesterday - events in RPG Maker don't work the way the OP is requesting in this thread.

    ISC said:
    So, do we have cutscenes mixed with movement scenes here, or just cutscenes?
    Again, what does this mean? What is a "movement scene"? Is it the same thing as "event paths"? Then what is that? And what is a "mixed scene"?

    I've seen almost zero cutscenes where nothing moves, so I don't understand this distinction you're trying to create using non-standard - and changing! - terminology.
  19. Sorry, my mistake. English is not my first language, I'm trying to learn it as quickly as possible. The difference I'm referring to is between 'set move route,' which moves events and the player, and 'play movie,' which plays a video. Sorry again, I’ll try to be as precise as possible in the future.

    Defining a button key might not be as simple as I think, but it’s not a very long process either. By this, I mean a common event that runs in parallel, checks for the press of a button key (let's say the Z key), and based on that, stops the progression of the scene.
  20. ISC said:
    I mean a common event that runs in parallel, checks for the press of a button key (let's say the Z key), and based on that, stops the progression of the scene.
    How are you planning to make your parallel process, checking for the press of a button, interact with the Autorun event powering the cutscene so that it can be skipped in the middle of some other command? And so that it knows what's supposed to happen when it's skipped?