How would I go around making an event that constantly changes? I want it so when I interact with an event, it changes next time when I speak to it?
For example:
I talk to an event for the 1st time
He shows me items he is selling.
I then talk to him again.
He shows me items he is selling, but they are different items.
Maybe make it so it constantly changes self switches and there are multiple pages each with self switches?
[CLOSED] Random Event Page Selection?
● ARCHIVED · READ-ONLY
-
-
I think you can just do it with switches/variables. I'm not skilled enough to give great explanations, but I don't think it'd be too difficult.
-
I have tried doing loops, that didnt work. I tried doing basic Self-Switches. Didnt work either. Maybe im doing it wrong? Im not sure, I just need someone smart to help me.I think you can just do it with switches/variables. I'm not skilled enough to give great explanations, but I don't think it'd be too difficult.
-
You don't even need multiple pages for this, all you need is one page. I did it with just variables and conditional branches... Set the variable to a random value at the start of the event, then set each possible value as a different path in the conditional branch.
-
-
I'd suggest using nested conditionals just so we're not running the remaining if's when 1 of them is already true anyways.
-
I'd suggest using nested conditionals just so we're not running the remaining if's when 1 of them is already true anyways.
Wow, thanks. Its looks like its going to work.
I just wanted this to make a travelling merchant that changes what he sells every time you interact with him. -
I think it ias an awesome idea. Randomness really makes the game interesting. I have a similar radom effect set for when players enter towns from a world map... depending on a randomly produced variable... there is a chance that it is raining in that town. The weather also causes the NPC's to behave differently, or to disappear.
-
though too much randomness can be annoying for the players too...
-
Wow, that seems like a pretty cool idea. Except, I dont have an overworld map (Im making an open world RPG with huge maps for 1 realm) so yeah.I think it ias an awesome idea. Randomness really makes the game interesting. I have a similar radom effect set for when players enter towns from a world map... depending on a randomly produced variable... there is a chance that it is raining in that town. The weather also causes the NPC's to behave differently, or to disappear.
-
Hmmm... it would still be possible... but would take more work. Also, any sudden change in weather would need to happen outside of any town map in order for NPC's in those towns to be realigned according to the variable change.
My current project uses a world map, and upon transfer into a town, a variable is randomly set to a number from 1 to 8. If it lands on 8, rain is triggered. It is arduous though, as the rain has to be made to stop upon entering buildings, and the variable is re-assessed upon exiting to determine if it is supposed to be raining.
@Engr. Adiktuzmiko - I agree too much randomness can be annoying. As far as NPC's go, I try to save random for those who have less purpose, who just give the town personality or culture. Merchants remain merchants, Innkeepers remain etc. But the occasional 1 in 12 chance of finding a traveling merchant who is selling often used items at a quarter the normal price is often well appreciated :) -
So I tried using the whole random variable thing. Didn't work. It would choose a random shop proccessing option, but every time I interact with the Merchant, it would be the same shop. It never changes, its always the same.I'd suggest using nested conditionals just so we're not running the remaining if's when 1 of them is already true anyways. -
So I tried using the whole random variable thing. Didn't work. It would choose a random shop proccessing option, but every time I interact with the Merchant, it would be the same shop. It never changes, its always the same.
Weird... It works fine for me. I'm using the merchant I made for that example I gave you and each time I get a different one of those shop inventories. Well, once in a while I'll get the same one twice in a row, but it is random and there are only 4 choices so that is to be expected. -
Ive added 5 different possible outcomes, and I kept on getting the last Shop inventory. Then any game after that was just the 4th last one.Weird... It works fine for me. I'm using the merchant I made for that example I gave you and each time I get a different one of those shop inventories. Well, once in a while I'll get the same one twice in a row, but it is random and there are only 4 choices so that is to be expected.
Maybe create a new game and add the merchant there and send me a link? -
Here. I just started a new game and copied the merchant's event right over. Just remember you have to completely exit the shop, all the way back to the map, before the variable will randomize when you next enter the shop. Just backing out of the "Buy" menu and re-entering it won't do it.
*Edit*
Forget that last link. I accidentally made it an "encrypted archive".
This version is not encrypted however.
https://www.dropbox.com/s/6ainv42hdg4wz7h/random%20inventory%20merchant%20example.exe?dl=0 -
Then you had some wrong setting or something.Ive added 5 different possible outcomes, and I kept on getting the last Shop inventory. Then any game after that was just the 4th last one.
-
Thanks, and I did completely exit out of the merchant, thats what I wanted anyways,Here. I just started a new game and copied the merchant's event right over. Just remember you have to completely exit the shop, all the way back to the map, before the variable will randomize when you next enter the shop. Just backing out of the "Buy" menu and re-entering it won't do it.
*Edit*
Forget that last link. I accidentally made it an "encrypted archive".
This version is not encrypted however.
https://www.dropbox.com/s/6ainv42hdg4wz7h/random%20inventory%20merchant%20example.exe?dl=0 -
Oh, and you should make sure to label the variable you use with it so you don't accidentally use it for something else that is incompatible. After all it is going to be randomized frequently and should never go over what you have the shop inventories set for.
By the way, when you set the conditional branches you did set it to only work when "Equal to" the number? Not "Greater than or Equal to" nor "Less than or Equal to"? Right? -
Yes, I set it to Equal to and I named the variable. Still not working.Oh, and you should make sure to label the variable you use with it so you don't accidentally use it for something else that is incompatible. After all it is going to be randomized frequently and should never go over what you have the shop inventories set for.
By the way, when you set the conditional branches you did set it to only work when "Equal to" the number? Not "Greater than or Equal to" nor "Less than or Equal to"? Right?
A picture comparison of mine and yours:
http://i.imgur.com/HjmPsXg.png
EDIT: Forgot to scroll down on mine but pretty much the same as the top.
EDIT: Maybe its Hime's shop manager script? Ill test it out.
EDIT: Nope, the script has notihng to do with it. -
It looks fine from what was visible in the pic. You tried several times, not just 2 or 3? It might come up with the same number several times in a row if it is truly random. True chaos includes orderly patterns within it after all.
