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[Eventing Question] How to make an npc walk up to player without battling?

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    • Seen Mar 22, 2025
    I've looked everywhere I can and I found nothing I can understand. I know I'm doing something wrong but I can't figure out what. How can I make it so that, when the player leaves their starting house, and steps onto the first tile outside the door, an NPC outside gets a ! above their head like a trainer battle, walks up to the player, talks, and walks away? I honestly cannot figure it out and everything i try messes up the game.

    Another thing I need help with /showthread.php?t=416191
     
    Everything you need can be done with RMXP event command.
    Show animation: exclaim bubble
    Set Move Route
    Wait for Move's Completion
    Obviously there's a little more to it than that, but those are the key things you need. Take a look at the final event on route 3 in the example maps - it should help demonstrate some of this.
     
    https://ibb co/8BbYvcr (add a period) So this is the script I made for the character who walks up to you. I put an event tile right outside the door that you are forced to stand on, that is set to Player Touch, that switches on the Coming Outside switch. That should activate him.But for whatever reason, when I exit the door inside it just goes to a black screen.
     
    Last edited:
    Ah, I see what happened. You set the event to auto run while that switch is on, but didn't give it a way to exit that process (like turning in a self switch or turning off the global switch) . Essentially, as long as that switch is on, this event runs in a constant loop and the game can't complete any other actions, hence the black screen.

    Now thre is also a way to do this that doesn't involve a global switch at all. Instead of making the event in front of the door turn on a switch, just use commands in that event to move the NPC. The set move route command works on any event in the map, even the player.
    Then, once all the movements and dialogue are done, have the event set its self switch A on and create another event page that is blank as long as self switch A is set to true (the same way item events work) .
     
    Oh my g o d, somehow I did not notice you could do that, thank you so much that is awesome. XD
     
    Last edited:
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