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[XP] Unwanted 'action button' event triggering

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Rep: +0/-0Level 39
RMRK Junior
Hey, I'm new here -- Couldn't find a solution to my problem through google or by lurking these forums, so I figured I'd give this a shot. Thanks to yuybabe for giving me an invite code so quickly in the chat.

Logical stuff isn't really my strong suit, so the solution may be staring me right in the face, I'm not sure... Here's the issue:

I'm working on a game (in XP) with a lot of objects in the environment that can be interacted with via the action button. I also don't want to use the default RPG-style menu system -- I only need 'save' and 'quit' options -- so I created a parallel processing event in my map that disables the menu and, if the player is pressing esc, brings up a multiple choice dialog box with 'save' and 'quit' options. Works well enough. However, if I'm standing in front of an object that I can interact with via the action button, and then I bring up the save screen through my minimal replacement menu and save my game -- using the action button -- as soon as it dumps me back to the game, the event I'm standing on that lets me interact with the object triggers since I just pressed the action button to confirm my save slot.

The default menu doesn't have this problem as, after saving, it dumps you back to the main in-game menu instead of the game proper. However, if I save while standing on an event that triggers an object interaction in the map, then load my game from the main menu, I have the same problem -- since I pressed the action button to confirm the game I wanted to load, that triggers the event I'm standing on as soon as I load the game.

Given that I have the problem when loading a game from the main menu, I'd imagine the solution would involve changing something in the interactive event on the map... Unless there's a script I'm not aware of that deals with problems like this.

Thanks in advance for any help you can give me!

EDIT: I did notice some similarity to this topic, though it doesn't quite apply as my case involves some of the in-built menus of RPGXP (save, load) as opposed to events.
« Last Edit: January 06, 2016, 12:09:12 AM by Josiah »

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Start by editing the default script ton remove everything but save and quit. See if that does any good.

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Post above main.
It's a bit of a Macgyver, but it should do the trick.

Spoiler for Screenshots:




Code: [Select]
#-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
# Save/End Menu
# Menu with only the save and end options.
#-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_

class Scene_Menu
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  def main
    @background = Spriteset_Map.new
    # Make command window
    s0 = "Save Game"
    s1 = "End Game"
    @command_window = Window_Command.new(160, [s0, s1])
    @command_window.x = 236
    @command_window.y = 206
    @command_window.index = @menu_index
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
    end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(1)
    end
    # Make play time window
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 36
    @playtime_window.y = 206
    # Make steps window
    @steps_window = Window_Steps.new
    @steps_window.x = 436
    @steps_window.y = 206
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @background.dispose
    @command_window.dispose
    @playtime_window.dispose
    @steps_window.dispose
  end
  def update
    # Update windows
    @background.update
    @command_window.update
    @playtime_window.update
    @steps_window.update
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  end
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size <= 0 and @command_window.index < 0
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0  # save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
      when 1  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
end

class Scene_Save < Scene_File
  def initialize
    super("Which file would you like to save to?")
  end
  def on_decision(filename)
    # Play save SE
    $game_system.se_play($data_system.save_se)
    # Write save data
    file = File.open(filename, "wb")
    write_save_data(file)
    file.close
    # If called from event
    if $game_temp.save_calling
      # Clear save call flag
      $game_temp.save_calling = false
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # Switch to menu screen
    $scene = Scene_Menu.new(0)
  end
  def on_cancel
    # Play cancel SE
    $game_system.se_play($data_system.cancel_se)
    # If called from event
    if $game_temp.save_calling
      # Clear save call flag
      $game_temp.save_calling = false
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # Switch to menu screen
    $scene = Scene_Menu.new(0)
  end
  def write_save_data(file)
    # Make character data for drawing save file
    characters = []
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      characters.push([actor.character_name, actor.character_hue])
    end
    # Write character data for drawing save file
    Marshal.dump(characters, file)
    # Wrire frame count for measuring play time
    Marshal.dump(Graphics.frame_count, file)
    # Increase save count by 1
    $game_system.save_count += 1
    # Save magic number
    # (A random value will be written each time saving with editor)
    $game_system.magic_number = $data_system.magic_number
    # Write each type of game object
    Marshal.dump($game_system, file)
    Marshal.dump($game_switches, file)
    Marshal.dump($game_variables, file)
    Marshal.dump($game_self_switches, file)
    Marshal.dump($game_screen, file)
    Marshal.dump($game_actors, file)
    Marshal.dump($game_party, file)
    Marshal.dump($game_troop, file)
    Marshal.dump($game_map, file)
    Marshal.dump($game_player, file)
  end
end

class Scene_End
  def main
    @background = Spriteset_Map.new
    # Make command window
    s1 = "Restart"
    s2 = "Shutdown"
    s3 = "Continue"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 240 - @command_window.height / 2
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame Update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of window
    @background.dispose
    @command_window.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
  end
  def update
    # Update command window
    @background.update
    @command_window.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(1)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # to title
        command_to_title
      when 1  # shutdown
        command_shutdown
      when 2  # quit
        command_cancel
      end
      return
    end
  end
  def command_to_title
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Switch to title screen
    $scene = Scene_Title.new
  end
  def command_shutdown
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Shutdown
    $scene = nil
  end
  def command_cancel
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to menu screen
    $scene = Scene_Menu.new(1)
  end
end
« Last Edit: January 30, 2014, 06:54:10 PM by Lord Eddard Stark »
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Rep: +0/-0Level 39
RMRK Junior
Thank you so much for your time! I'll drop your name in the credits for the help.
« Last Edit: January 06, 2016, 12:09:44 AM by Josiah »

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Rep:
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Since there are probably many people that will look at this thread, I'll share a really easy way to fix this.  EVENT ONLY.  Note: It only works for events that dont move around.  For ones that do move around, it can work, just way way way harder, but I wont mention it here.

Make an Event.  Set the Autonomous Movement to Custom.  Set Frequency to Highest.  Click on "Move Route ..." just beow the Automous Movement type.  Uncheck Repeat Action in Options.  Click on "Script", then put this script snippet into the Script box.

Code: [Select]
@trigger = -1

That will STOP the player from being able to interact with that Event, period. 

It doesnt need additional pages and allows graphics for that event to be displayed.  What happens is with your Trigger types, the Triggers either have some form of Player interaction, or they Autorun.  Setting the Trigger to -1 prevents any form of making the event do its evented stuff.

Now, to make the Non Interactive Event do everything in the list of Event Commands, it needs to be fired from another external Event Script:

Code: [Select]
$game_map.events[12].start

When that code is run from another Event, the Commands in that events List of Event Commands will fire.  It works a lot like "Call Common Event", but only on that particular map.  Just dont forget to change 12 to the actual Event ID of that Event you want to Trigger.
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