Trouble with events

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Started by JCarli 15 posts View original ↗
  1. (First things first)

    Hello, everybody. A couple of online friends and I decided to work on a joke project a while back, and we (or rather, the guy who came up with the idea) chose to do it in VX Ace. That said, it's been a couple of years since I've last used RPG Maker of any iteration (which includes VX original, XP and 2003), but coming back, I don't seem to have forgotten much about how things work, which is awesome. All this to say that this is my very first post here. Hi! Nice to meet y'all.

    However, I've come across a problem that I just don't understand. It would seem that certain events at a certain part of the game are actually doing the exact opposite of what they are told to do.

    So, I'm working on a puzzle element for the second dungeon which includes pushing (rolling) a small blue orb into a larger one, which would activate doors and what not.

    The small orb (Bluesphere) is Action Button activated, and the Through option is checked. Its first page only has a move route (face away from player) and a self-switch (A) that turns the page. On the second, only a move route is present (1 step forward - Repeat). The third page is empty, and only accessed if self-switch A and switch Bluesphere1 are turned on. This would allow the orb to "fizzle out of existence", for lack of a better word, once it hits the goal (which is when Bluesphere1 would be toggled).



    The event "Spherecontroller" is Parallel Process-triggered and has only one page:



    This image intuitively seems to show that if and only if the coordinates of the orb and the coordinates of the goal are equal should the switch Bluesphere1 be turned on. However, for reasons I cannot comprehend, the orb disappears the moment I use the Action Button on it. It doesn't begin "rolling" towards the goal, either, it just vanishes. It's as if the script is complely ignoring that I want both the orb and the goal to occupy the same space before the switch is turned on.

    What is going on, and how could I fix this? Also to note is that Spherecontroller used to be part of Bluesphere, but I thought that for some reason that was the source of the problem.

    Much thanks in advance :)
  2. Please show the event pages of the bluesphere - we can't tell what happens on the action button without seeing the event code you used there.


    The controller code looks OK, but you might want to add a wait(5) or so, currently it checks the position sixty times per second - that would cause lag if you used that code on more than one or two objects.
  3. There are much more efficient ways to do your eventing. Your specific problem however is that on Page 1, "Direction Fix" is turned on, so it cannot "turn away from player". Whichever direction it's turned (depending on the row you chose the orb in the sprite sheet) will be where it goes forward.

    A more efficient method while keeping the general flow of your events is to just merge the events from Spherecontroller (minus the 5frame wait) into the second page of the sphere, underneath "step forward".
  4. Hmm, I could have sworn the direction fix was merely graphical. I thought that the command "Turn away for player" was mostly for movement purposes rather than graphical ones.

    EDIT: Meh, "Move away from player" can work just as good if not better. I changed it to that.
  5. Move away from player also requires a turn. Direction Fix means it can't turn.
  6. Is the sphere disappearing still a problem? Because to me it looks like you simply forgot to put the sphere graphic in on your new event pages
  7. Chandera said:
    Is the sphere disappearing still a problem? Because to me it looks like you simply forgot to put the sphere graphic in on your new event pages
    The only event page that lacks a graphic is the one that equals the sphere "disappearing", reached by having the switch "Bluesphere1" turned on.

    Shaz said:
    Move away from player also requires a turn. Direction Fix means it can't turn.
    This doesn't seem to be true though. I have in the past made multiple events that move freely (or by move route) that had their direction fixed. In fact, I just made one now to test and it worked fine.

    Either way, it'll probably wind up being simpler if I simply make new spritesheets altogether.
  8. 1. Instead of Spherecontroller, it would be better to make Bluegoal triggered by Event Touch, upon which it would erase Bluesphere.

    2. Activate the Wait for Completion checkboxes in your Move Route commands
  9. Cedric said:
    1. Instead of Spherecontroller, it would be better to make Bluegoal triggered by Event Touch, upon which it would erase Bluesphere.
    Wrong - event touch trigger is for when the event moves on the player, and the blue sphere is not the player, so this idea will never work.
    There is no event-to-event-trigger in default, that's why the complex coordinate checks are needed.
  10. JCarli said:
    This doesn't seem to be true though. I have in the past made multiple events that move freely (or by move route) that had their direction fixed. In fact, I just made one now to test and it worked fine.
    I didn't say they won't MOVE. I said they won't TURN. If you have Direction Fix turned on and you put a Move Away From Player command, the event WILL MOVE - it just won't turn in the direction while it's doing it. UNLESS you add a Direction Fix OFF at the start of the move route.
  11. You're right, Andar. :) I haven't used that trigger in forever.
  12. Shaz said:
    I didn't say they won't MOVE. I said they won't TURN. If you have Direction Fix turned on and you put a Move Away From Player command, the event WILL MOVE - it just won't turn in the direction while it's doing it. UNLESS you add a Direction Fix OFF at the start of the move route.
    Ahh, I misunderstood you. Sorry about that.
  13. Mods, you may close this thread; I figured out the problem. Turns out I misunderstood what Region ID was.
  14. next time, simply report your posts to be closed, no need to add a post in them.


    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.