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PostPosted: December 4th, 2008, 9:45 pm 
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I only have one right now. I'm trying to make an event disapear, and then take over to a different event, but play automatically. I can't seem to get it to work because you can't place the unable to execute event command before or after the take over command. Any ideas?

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PostPosted: December 4th, 2008, 10:11 pm 
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I think you use take over and change the event to nothing so it won't appear.


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PostPosted: December 5th, 2008, 1:03 pm 
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unable to execute is used only for testing. That command really doesn't have any use in the actual game.

What it does is stop the scene dead in it's tracks. I haven't even used it all that much myself. Maybe one or two times for debugging...

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PostPosted: December 5th, 2008, 2:15 pm 
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Well, if that's the case, then how do I turn an event off?

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PostPosted: December 5th, 2008, 2:18 pm 
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what do you mean by "off" if you don't mind my asking.

Either you just mean to where you can't see it... or to make sure it doesn't happen again if you step over it.

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PostPosted: December 5th, 2008, 2:51 pm 
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Well, both.

The scenario is the "Event" is a person. You fight the enemy and then zap them with lightning. I wan't them to be invisible or "dead" and not play anything anymore.

I got the invisible part down bow switching the page and not having a graphic on it. It will stay invisible when the other event is playing out the rest of the scene, but once the second event ends the other one becomes visible again.

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PostPosted: December 5th, 2008, 2:55 pm 
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Ahhhh.... all you need is a switch to handle that.

At the end of scene, turn on a switch.... it doesn't really matter which one. On that event that keeps appearing, at another page to it, and in it's conditions add that switch you just turned on.

that should get everything cleared up.

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Last edited by Lantis on December 5th, 2008, 4:57 pm, edited 1 time in total.

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PostPosted: December 5th, 2008, 3:54 pm 
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Hey, I got it to work. Thanks man. I tried using switches before, but was using them wrong.

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PostPosted: December 5th, 2008, 4:58 pm 
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No problem... You'll pick up on it soon enough.

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PostPosted: December 5th, 2008, 5:19 pm 
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I'd like to mention at this point that I tried telling you this a few times in chat. Do you accidentally have me set to ignored?

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unable to execute is used only for testing.


Not quite. I actually use the command for my enemy encounters, stopping them from reappearing until after the player goes to another map screen. Considering how many there are, it's a good memory saver, as opposed to using switches and pages to make them disappear.

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PostPosted: December 5th, 2008, 5:32 pm 
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You just said use switch conditions. I tried, but was doing it wrong. So I asked here.

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PostPosted: December 5th, 2008, 8:35 pm 
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I have never used Unable to Execute, not even once :lol


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PostPosted: December 5th, 2008, 8:41 pm 
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Unable to execute turns off an event so that it cannot be repeated, but is only temporary. Once the player goes to a different dungeon (room, etc.) then the event can be done again.

I use Unable to Execute for non-random battles. That way the player has infinite amount of battles, as the battles reset when they leave the room and come back.

And it is certainly used in the actual game, not just for testing. :)


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PostPosted: December 6th, 2008, 12:07 am 
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I seriously cannot get events to stay off. Here's what I have. I use the intro event to make the other event start automatically. In the first page I have all the stuff I want to happen. At the end I put switch 5 on. On the second page I put switch 5 on as a condition. For the start I put Do not start.

When I leave the area and come back in it will play again. Also, why won't it let me put page conditions on the first page?

Edit:

Never mind. I figured it out. I had to that to the intro event. I made the event that plays everything have one page set to Do Not Start. The intro event forces it to play then turns itself off.

BTW, what is the average amount of space a dungeon takes up for you guys?

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PostPosted: December 6th, 2008, 4:03 am 
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my average memory is about 500 - 1000. if its a story encounter then it could be around 3000, and if its a mini game then usually 5000-10000. for dungeon memory (system data) i spend around 5000 to make towns, the same to make town insides and then spend 1500ish on custom dungeons themselves. i try to do a healthy balance of using prebuilt maps and then spicing them up with events.

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PostPosted: December 6th, 2008, 5:40 pm 
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It varries all the time... it just depends on how big it is, and what you have to do in it. The biggest dungeon in system data was around 12,000 and I kind of regret eating up so much system data for it. As for scenario data... that can easy eat up to 20,000 depending on dugeon puzzles and conversations (with a boss or something)... but I think I generally spend over average ammount of data per dungeon.

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PostPosted: December 6th, 2008, 7:50 pm 
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Unless it's a small room, generally over 1000 MEM per map. Makes for some memory-consuming dungeons. Now, scenario data is a different story. The average dungeon so far takes over 10,000 of that memory, due to a combination of enemy encounters, intrecate cutscenes, puzzles, and the occasional re-visit.

EDIT: Oh yeah, to answer your question about why the first page can't have page conditions, it's because of how the system works out pages. It always checks the last page first, checks if the page can be activated, and works its way backwards, until it either reaches a page that can be activated, or it reaches the first page, which activates if none of the other pages do. So since the first page is always the last to be checked, it wouldn't make much sense to add page conditions to it.

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PostPosted: December 6th, 2008, 10:22 pm 
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the first page thing is called bullein function. it treats the conditions as "else if" and crap like that. after all pages fail to meat the condition (pages with no condition just are auto skipped if i remember right), the first page is the one that defaults as the activation page.

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PostPosted: December 6th, 2008, 11:37 pm 
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I was thinking it would be awesome if RPG Maker could have IF statments in the actual event content. It would definately save a bunch of scenario data.

Like if you had someone that gave you an option to buy something, you'd have to have another page dedicated to if you did have the money and if you didn't... which means you are going to have duplicated text.

And btw, I have to thank this thread for finally knowing exaclty was unable to execute actually does. Though even now I don't see any ramifications outside what has already been mentioned here.

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PostPosted: December 7th, 2008, 2:23 am 
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Question! I have a statue that you have to push along a chain and onto a switch. I got that to work fine. It's when you leave and come back the statue is in it's original place. How do I keep it on the switch?

I have a feeling I have to use another event that has no graphic on page 2 and switch it to page 1 with a graphic when the switch is triggered and turn the original statue to no graphic.

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