Event Question

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Started by Draylian 5 posts View original ↗
  1. I have the slightest problem with an event. I'm trying to make it where it has a certain dialogue at first but then make it unavailable whenever I talk to the person a second time.

    Like the MC approaches them asking them for bread and water, they give it to them and tell them the city it just up ahead. And then I have a primary dialogue for default that I want it to redirect to. I have screenshots of how I have it set up attached below.

    I'm not quite sure what I did wrong but I would certainly appreciate any help!

    Screenshot1.JPG

    Screenshot2.JPG
  2. I see 3 issues here.

    1. You really want the "first" page to be Page #2 .  

    2. You want the event to have "Self Switch B ON" in the Conditions tab.

    3. Then you want the now-leftmost event set Self Switch B to ON, and NOT set it back to OFF.

    Why?  Events evaluate their tabs in right-to-left order.  The first page whose Conditions are matched executes.  When that page completes, the Event has finished.

    And, a Self-Switch maintains its state, for that particular Event.  So, you want the left event to be the bread event, then it sets Self Switch B (or A) to ON.

    Then, the right-most page of that event is the much briefer "I've already given bread" event and for its Conditions, check to see if that same Self Switch is ON.

    Hope that helps.
  3. For events, Self-Switches A,B,C,D are your friend, in this regard. In the eventing pages, you can test for self-switch states; it just depends how you implement them.


    Check out Redweaver's "Tutorial Town" video series on YouTube, and his Tutorial Town project in the Steam Workshop to download and examine; I've seen a few good event examples in that project where the self-switches are used to good effect. (For example, many of the townies in the starting village may have different things to say in a particular order, such as sending you on a so-called "FedEx quest" to deliver something; with the self-switches, the correct things are said in the correct order. Seriously; take a look -- that's why Redweaver shared it.)
  4. Onomotopoeia said:
    For events, Self-Switches A,B,C,D are your friend, in this regard. In the eventing pages, you can test for self-switch states; it just depends how you implement them.

    Check out Redweaver's "Tutorial Town" video series on YouTube, and his Tutorial Town project in the Steam Workshop to download and examine; I've seen a few good event examples in that project where the self-switches are used to good effect. (For example, many of the townies in the starting village may have different things to say in a particular order, such as sending you on a so-called "FedEx quest" to deliver something; with the self-switches, the correct things are said in the correct order. Seriously; take a look -- that's why Redweaver shared it.)
    I'll take a look at it and consider this closed for now! Time to do some homework!
  5. you control the self-switches, but there is no condition where you check the results of those control commands - and the logic where you control them is also wrong. I suggest you do a few tutorials on switches and variables.


    Follow the link in my signature to those tutorials, especially the "Variables Guide".


    This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.