RPG Maker VX Ace

RPG Maker VX Ace

View Stats:
Event Help - Event Triggers Event > Remove Graphic
I have an event that is a tree. The tree that I want takes up two tiles.

I have an event on the bottom part of the tree that plays a striking animation, then removes the tree picture and replaces it with a stump.

How do I link this to the top part of the tree graphic/event so the top part of the tree removes as well?

Any help would be greatly appreciated. Thank you. :)
< >
Showing 1-9 of 9 comments
Hajami Jul 25, 2013 @ 2:57am 
Make that whole Tree on a Character set. Than select that Charset in one Event insteed of the
2 Events with Map Tile Grafik.Now u can use Selfswitches or Erase Event if shall be there again after Map Teleport.
If u want the complicated way with 2 Events than u have to Use normal Switches to Change both Events Eventpage to the Second Eventpage that has the Trigger as Condition.
With Page Changing u can have the Grafik Changed even if u Teleport to another Map and back again.
Last edited by Hajami; Jul 25, 2013 @ 2:58am
Zoubaier Jul 25, 2013 @ 3:32am 
Make each part of the tree as an event (you cant find the tiles at the very button of the graphic in event) then make a second page for each one and add the stump graphic in it, the second page contain a condition like "remove tree" then once the player do the requirement add another line at the end of events thats turn on the condition "remove tree", and tada, thats it ;)
HobbyCathartic Jul 25, 2013 @ 5:21am 
Two great ways to do it. I've successfully tried creating a tree as a character set and got it to work.

I will try the event change idea as well because I'm quite new to events and would like to learn a bit more about variables and conditions.
HobbyCathartic Jul 25, 2013 @ 7:10pm 
Ok, so I have it working both ways, but I have a problem with the one event triggering another.

I have the bottom of the tree activatable which then sets control switch to, 'chop tree' which is the switch I made that makes the other event, top of the tree graphic disappear.

But when I chop one tree down, it takes the tops off all the trees in the area. Do I need to make a separate control switch for each tree? ie, 'chop tree 1', 'chop tree 2', etc.

Thank you again for you guys' help.

Trix2000 Jul 26, 2013 @ 12:30am 
Yes you do. If all your trees are using the same 'chop tree' to determine their status, they'll all be affected when it changes. A.k.a. variables are global.

Depending on your implementation, it might be better to have the activated event flip a self switch on the tree in question. That self switch would trigger a second event page that has the chopped down appearance instead. If you have additional animations and/or appearances prior to going Tree -> stump, just have them happen before you flip the switch. And since you use a self switch instead of global variables or switches, the effect will only be on the one tree and should stay that way for good (unless you implement something that regrows/undoes the tree later).

Hope that helps.
Hajami Jul 26, 2013 @ 12:57am 
Trixx 2000 but he asked that for his 2Event high Tree.There only Global Switches Work.
Self Switches are only for the executing Event. Only thing where it is not so is if u use RGSS3 commands and Selfswitches.
But as beginner he should use a Global Switch for every Tree or he should make his trees right and Import them as Char grafiks.
Last edited by Hajami; Jul 26, 2013 @ 12:58am
HobbyCathartic Jul 26, 2013 @ 1:46am 
I exported the crystal sheet and used this for a template for my trees. I will have a lot of destructable items so I think I will need to make a full character sheet for all of them.

Thank you very much for the help. :)
Zoubaier Jul 26, 2013 @ 7:11am 
Good luck :)
Trix2000 Jul 26, 2013 @ 8:09pm 
You can do the local switch thing if the tree graphic is only in the one event, which I had kinda assumed (my mistake). Obviously the problem with that form is that only the tile where the event is could block pathing, so you'd have to manage passability for the other squares seperately which may or may not be a pain there.

But yes, if you have to use more than one event for it, a global switch or variable for each tree would be required afaik. I just don't like the idea of using too many repetive globals if there's a better alternative, but whatever works for you.


Thinking about it, there might be a way to have it so the one event is affected, and the adjacent events somehow notice when the base event is changed and respond accordingly. That way, they all could rely on their own self switches instead of having a lot of globals (and you could easily copy/paste the result to make more). Whether or not it would be a good idea to implement in that fashion depends on how many trees you want to make and how easy it is to make events trigger adjacent events like that (haven't tried it myself, but might be doable with event touches or something).
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Jul 25, 2013 @ 1:53am
Posts: 9