Basically i want have 3 different events triggered by the same item for example, "i drink one potion and it starts the first event and let's say i drink another i want it to start a second event, but different from the first! 1 potion= 1st event, 2 potions= 2nd event and so on, is it possible to do this?
Event triggered by item usage?
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Just make the item do a Common Event, and have that Event have conditional branch, with variables-
if potionvariable = 1, do this (then potionvariable +1)
if potionvariable = 2, do this (then potionvariable +1)
etc. -
The 3 events i am using are timed, so i how do i make it to where after a second potion is consumed the first event is stopped and the second one is started? Also how do i get everything to reset after 3 potions are consumed?
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Oh, ok. Then something like this-
if timer > 0
if potionvariable = 1, do this (then potionvariable +1)
if potionvariable = 2, do this (then potionvariable +1)
jump to label end
ELSE
if timer = 0 <do this>
control variable potionvariable = 1
jump to label start
label start
if potionvariable = 1, do this (control timer = 30 seconds, potionvariable +1)
if potionvariable = 2, do this (control timer = 30 seconds, potionvariable +1)
label end -
Just have your common event attached to the potion item do +1 to a variable.
On the events, have a page conditioned by the variable being >= 1, >= 2, >= 3, etc.
You didn't state what controls the timer. First you said when they drink a second potion, the second event starts. Then you said the second event starts when the first event finishes, which happens based on a timer. Which is it? It can't be both ways - either drinking the second potion starts it, or a timer on the first event starts it.
In any case, an additional page on each event would "stop" whatever is happening when the condition is true (so when the variable is one more than it was to trigger the event in the first place, or whatever you're doing for the timer)