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Event Trouble in RPG Maker 2000

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Rep: +0/-0Level 82
Sorry if this has been answered before, but I have been stumped on this issue for a few days now. I am still somewhat new at making RPG's, but I have encountered a problem. I have a particular point in the game where you have a NPC that is roaming around and you can talk to them. This same NPC, later when you get a certain item lets say like that, will then trigger an event and talk to you and such like that. The thing is, this second event is an auto event and the first is a push event. If you never talked to the person the first time, the push event will execute and then the auto activates as well.

I was wondering if there was a way to make it so that if you never talked to this character before, the auto event activates, and it skips the push event. Is this possible, or do I have to do something completely different?

Thank you.

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Rep: +0/-0Level 85
Om nom nom nom
It sounds like this might be just as simple as swapping the event order, so that the push event happens second ALWAYS, but under X condition. So that you're auto event activates every time you talk to him unless you have this item.

Spoiler for Page 1:
Page 1
Trigger Condition - Action Key
Event Layer: Same Layer as Hero
Spoiler for Page 1:
Code: [Select]
<>Branch if (Item) Possessed.
 <>Switch Operation [0081:PushEvent] ON
 <>
:Else Handler
 <>Message: Oh blah blah you are not worthy!
:               YOU ARE NOT PREPARED!
 <>
:End
<>

Spoiler for Page 2:
Page 2
Trigger Condition - Touched By Hero
Event Layer: Same Layer as Hero
*PRECONDITIONS*
[check] Switch 0081:PushEvent is ON

Code: [Select]
<>Message: Oh, look. I guess you are slightly
:              prepared..Ish? Whatever you have
:              the item. Here! Take this! It's dangerous
:              to go alone!

OR! To get the PushEvent ON PRIOR to meeting this character, such as if you say.. Loot the item from a chest? Or obtain it from a boss or random mob, just create a common event as a Parallel Process that will turn that switch on once you have that item in your inventory.
« Last Edit: November 14, 2009, 12:42:05 AM by Kojinus »

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Rep: +0/-0Level 82
Well, first off, I dont know how to make a branched if. I don't see that option in these listings.

I tried putting the auto event first, but now either the game freezes or you can't talk to the person at all. I just can't figure this out.

I want it so that you can, but dont have to talk to this person the first time you see them, but when you see this person again with a particular item, I want them to walk to your current location and give you something. I can make this happen IF I talk to the person that first time, but if I never talk to the person the first time, it will do the first talk and then flow right into the auto event. I can't figure out what I'm doing wrong.

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Rep:
Level 86
Sonic Dog -> Light Spear -> Overlimit -> Slash
It's called conditional branch. It should be on the third page (At least, it is for 2k3).

Yeah, if you do exactly what Kojinus said, it'll work without freezing/otherwise dying.

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Rep: +0/-0Level 82
I saw Fork's in 2000, I dont know if that is what you guys are talking about, but I tried that. I can't put the auto event first. You have to past by this character once, so if you have an auto event on like that and don't have the item, it will skip it. Thus when you return again, if you never talked to him the first time, you have to click on him and can't get an auto event to work.

This is the situation. You start upstairs. You go downstairs and there is a character there that you can, but dont have to talk to. He say one thing if you click on him. If you leave and come back later, that same character will approach your character if they have a particular item. He gives you something else, and then returns to his position, where he says another phrase if you click on him.

A picture would be helpful if possible.

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Rep:
Level 86
Sonic Dog -> Light Spear -> Overlimit -> Slash
Okay, it's deeper explanation time.

Make the initial meeting with Helpful Item Character (HIC) a normal, no restrictions, no auto start event. He'll say his "Oh, wouldn't it be cool if you have this item that only I have?" schpiel, then you turn on a "Talked to HIC for the first time" switch. In a new page on that same event, set the "Talked to HIC for the first time" switch as the precondition, and have him say a little "You can't have the item yet" ditty.

Let's say you find a "rad toaster" somewhere in your travels that HIC really wants. When you open the conveniently placed chest with that item in it, turn off that "Talked to HIC for the first time" switch, turn on a "Got the rad toaster" switch, and put a rad toaster in your inventory.

Next make a parallel process anywhere in HIC's house with the precondition if item "Rad toaster" is held, then carry on with your event. Make him walk to you, give you the item, take away your rad toaster (so it doesn't keep replaying), and walk back.

Last little thing, go into your original HIC, make a new page, and set the precondition if switch "Got the rad toaster" is on, then he'll say something like "How are you enjoying my awesome item that I gave you?"

If that didn't make sense, here are some pictures:

Spoiler for HIC First Page:

Spoiler for HIC Second Page:

Spoiler for HIC Third Page:

Spoiler for Parallel Process:
« Last Edit: November 15, 2009, 11:01:38 PM by Sirius »

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Rep: +0/-0Level 82
I finally got it working. It's that parallel event that was giving me trouble. I had never used one before, so I didn't know what one was. I did have to make the characters do many many wait commands to stand still during the conversation, but other than that, I got it working.