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    Auto Event loop

    I have been using RPGM3 for years but i recently made a simple quest to obtain a bottle to get the feeling for doing quests... You accept the quest and then go get a bottle. I have an auto-run event to change the mode of the npc when you obtain the Bottle. But when I play test, after i leave the building where i got the bottle it says there is a loop error with the auto event...
    Any help?

    #2
    Re: Auto Event loop

    Hello and welcome to the Pavilion!

    Maybe this thread will help: http://www.pavilionboards.com/forum/...ad.php?t=18403

    Basically, just make sure that after the auto event runs, it changes to "mode 2" and be sure mode 2 is Not an auto event (set it to "touch" or something.

    Hope that helps.

    MOO!




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      #3
      Re: Auto Event loop

      So im pretty much ending the auto event by changing the mode to an empty one, Right?

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        #4
        Re: Auto Event loop

        I suppose so.

        Sounds right.

        I actually haven't touched 3 in years, and only picked 2 back up for the first time in years a few weeks ago!

        Found the thread by searching

        MOO!




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          #5
          Re: Auto Event loop

          Realistically, you should not even need to use an auto event at all. If the bottle is gained via a seperate event (meaning, not from a random enemy drop), after the code in the event where you obtain the bottle, just add a line of code that changes the NPC's mode. You can change ANY event (or person)'s mode in any other event, and they do not even need to be in the same town, on the same map, etc.


          I forget the exact command/code you would use to do this, but I'm almost certain it's there. If I'm motivated enough when I get home, I'll look at it for you and post again.
          Last edited by Perversion; 08-02-2010, 06:57 PM.

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            #6
            Re: Auto Event loop

            Thanks for both of your suggestions; at the moment you obtain it from a chest, but i was planning to make ones where you get it from an NPC so thanks for the tip!! I was stuck for a long time on this problem so thanks again!
            Last edited by HUMUNAHA; 08-02-2010, 07:00 PM.

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              #7
              Re: Auto Event loop

              You can still make it come from a chest if you needed to. Instead of placing a regular chest, use the chest model for an event, in which case you would just put a line of script giving the item to the party, write some verbiage along the lines of, "Party received a bottle!" and then change the NPC's mode in the way I described above.

              Just make sure any way you do it that the bottle is a treasure item, not a regular item.
              Last edited by Perversion; 08-02-2010, 07:56 PM.

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                #8
                Re: Auto Event loop

                Originally posted by Perversion View Post
                You can still make it come from a chest if you needed to. Instead of placing a regular chest, use the chest model for an event, in which case you would just put a line of script giving the item to the party, write some verbiage along the lines of, "Party received a bottle!" and then change the NPC's mode in the way I described above.

                Just make any way you do it that the bottle is a treasure item, not a regular item.
                It sounds like he's using the Treasure Item workaround.

                Since (IIRC) a Treasure Chest event has an animation (and automated descriptions of what you found) whereas a Standard Event that looks like a treasure chest does not, I'd recommend sticking with what he's already doing.

                The Auto Event either needs to change to a blank mode like Rodak suggested, or needs to have a "Display Off" command at the end (which would make it so the event never activates again unless you turn it on using a Display On in another event).

                Perversion's solution works too but I have a feeling it's not as good for what you're trying to attempt, Humu. That being said, there are a lot of more advanced applications which can only be handled using Perversion's solution (and it's what I prefer to do in my games), so keep it in mind anyway.

                Oh, and welcome to the Pavilion! Feel free to ask about anything you'd like, and have some fun posting all over the boards!


                How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

                "I live and love in God's peculiar light." - Michelangelo

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                  #9
                  Re: Auto Event loop

                  Personally, I try to avoid auto events unless I NEED to use them.

                  Also, if memory serves, there is a script you can use (I think it's under display...geez, it's been a while...forget the names of the "main" headings) that allows you to turn an event's animation on. By default, it's turned off, but if you do choose to put everything in one mode instead of having the treasure chest and the auto event seperate (and also for future reference), you CAN play the treasure opening animation.


                  Usually, though, in the games I've made, I always forget about doing this type of thing. But yeah, either way should work perfectly fine once you switch the NPC's mode, and then either switch modes for the auto event, or use the display off command as Wave suggested.
                  Last edited by Perversion; 08-02-2010, 08:06 PM.

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                    #10
                    Re: Auto Event loop

                    Yeah, "Display > Play Animation" will open a chest event, and running that code again will close it.

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