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[Error] NPCs Not Disappearing When They Should

  • 7
    Posts
    6
    Years
    • Seen May 21, 2019
    I keep encountering this problem when setting the event location of NPCs and I have no idea what causes it. They appear on the screen where they should, however they then remain as a ghost of sorts on the screen, moving with the player and not going away.

    I've looked online for a solution to this and can't find anything out there, so if someone knows what's causing this, I'd love for some assistance in solving it.
     
    I can't post links yet because my account is too new, but if you add watch?v=6z7nHkebRSE on the end of the youtube url it should take you to a video I recorded of the problem.
     
    I can't post links yet because my account is too new, but if you add watch?v=6z7nHkebRSE on the end of the youtube url it should take you to a video I recorded of the problem.

    That didn't work for your link.
    Also what is it you're trying to do exactly?
    And can you just post the lines to your event? Just type them out
     
    Essentially I'm trying to move the Cylus character in my game from outside his house to a spot and them put him back there afterwards.
    Set Move Route: [Cylus]
    : &>Through ON
    Control Switches: [0071: R1 Done] = OFF
    Set Event Location: [Cylus],(017,021), Right
    Text: Cylus: You should probably sleep.
    Control Variable: [0032: Sleep] += 1
    Set Move Route: Player
    : $>Move Right
    Wait for Move completion
    Set Event Location: [Cylus],(009,009), Down
    Set Move Route: [Cylus]
    : &>Through OFF
     
    Essentially I'm trying to move the Cylus character in my game from outside his house to a spot and them put him back there afterwards.

    well first off, is the other character youre trying to move a dependent event? it looks like you set them up to follow you? because theyre moving with you the same way you move.
    second, you have it on set move route and then "through ON", so all you did was make it so the event can move through objects. you didn't actually set the event to move in any kind of direction.
    using the command set event location will just teleport the event from one spot to another. if youre trying to get them to walk to that spot then youll need to set the move route correctly. meaning youll have to count how many steps it takes to move the npc to that spot and then apply them in the move route. for example if the place you want them to be is 5 tiles to the right and then 5 tiles up it would be something like

    set move route [cylus]
    move right
    move right
    move right
    move right
    move right
    move up
    move up
    move up
    move up
    move up
    wait for move completion

    that's essentially how youd move any npc.
    lastly, it looks like you have some switches and variables being used. if this is the case then that it correct.
    you would use the switches or variables to move your Cylus character to one spot and then keep them there. although that part is a little more tricky. I dont think you can do this with one event. I may be wrong, but when I do that kind of thing I usually use 2.
    so the first event will be what I mentioned above. have the cylus event move to the place you want it, then at the end of the even use

    set self switch A=ON
    then create a second event page for your cylus character where on the left it has a check for self switch A being on, but has no graphic, this way your original even will disappear.

    lastly youll make a new event that will become where the cylus character is supposed to be after the original one moves. which will simply be your characters event and then a check for the variable you turned on. youll also have a blank event page before the check, just to make sure the npc isn't there any other time. I say its easier to check for a variable within an event because you set your other switch to OFF and events under the conditions tab only check for events that are ON, so normally its easier to check for a switch being on in my opinion, but in this case you can just use the variable. Im having it check that your variable for Sleep is 1 or above, but this number will vary if you've already added to this variable beforehand, so youll have to set the variable to the right number in your game.

    you can refer to the attachments I inserted for each of the steps I mentioned. theyre in order as well
     

    Attachments

    • [PokeCommunity.com] NPCs Not Disappearing When They Should
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    • [PokeCommunity.com] NPCs Not Disappearing When They Should
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    • [PokeCommunity.com] NPCs Not Disappearing When They Should
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    • [PokeCommunity.com] NPCs Not Disappearing When They Should
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    well first off, is the other character youre trying to move a dependent event? it looks like you set them up to follow you? because theyre moving with you the same way you move.
    second, you have it on set move route and then "through ON", so all you did was make it so the event can move through objects. you didn't actually set the event to move in any kind of direction.
    using the command set event location will just teleport the event from one spot to another. if youre trying to get them to walk to that spot then youll need to set the move route correctly. meaning youll have to count how many steps it takes to move the npc to that spot and then apply them in the move route. for example if the place you want them to be is 5 tiles to the right and then 5 tiles up it would be something like

    set move route [cylus]
    move right
    move right
    move right
    move right
    move right
    move up
    move up
    move up
    move up
    move up
    wait for move completion

    that's essentially how youd move any npc.
    lastly, it looks like you have some switches and variables being used. if this is the case then that it correct.
    you would use the switches or variables to move your Cylus character to one spot and then keep them there. although that part is a little more tricky. I dont think you can do this with one event. I may be wrong, but when I do that kind of thing I usually use 2.
    so the first event will be what I mentioned above. have the cylus event move to the place you want it, then at the end of the even use

    set self switch A=ON
    then create a second event page for your cylus character where on the left it has a check for self switch A being on, but has no graphic, this way your original even will disappear.

    lastly youll make a new event that will become where the cylus character is supposed to be after the original one moves. which will simply be your characters event and then a check for the variable you turned on. youll also have a blank event page before the check, just to make sure the npc isn't there any other time. I say its easier to check for a variable within an event because you set your other switch to OFF and events under the conditions tab only check for events that are ON, so normally its easier to check for a switch being on in my opinion, but in this case you can just use the variable. Im having it check that your variable for Sleep is 1 or above, but this number will vary if you've already added to this variable beforehand, so youll have to set the variable to the right number in your game.

    you can refer to the attachments I inserted for each of the steps I mentioned. theyre in order as well

    What do you mean by dependent event?

    He is actually meant to teleport there. The reason I just set him to Through is because it was happening before I put the Through On at the beginning and Off at the end so I thought that it might have been a fix. I want him to just appear there, say the line of text and then immediately teleport back.

    As for the Switch that it sets, that is just because once you step on that tile, I wanted that switch to be turned off.

    For the variable, that is what makes the scene play originally. When Sleep is 10 or above he'll appear and say one thing, when it's above 15 he says something else, when it's above 20 he'll say a third thing and when it's above 20 something else will happen. I just have 4 event pages that trigger at the moment, however all of them work functionally the same as the original one, just with a slightly different trigger and all 4 are having the same problem.

    I attached a picture of the actual event page cause it might be a little easier to see what's happening.
     

    Attachments

    • [PokeCommunity.com] NPCs Not Disappearing When They Should
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