I need some help with self switches(advanced)

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Started by deathsia 17 posts View original ↗
  1. Basically in my current set up and how I have my events running, I am unable to set a particular event's self-switch without doing one of two things.

    1. Setting it to parallel process. This would result in the event repeating itself over and over due to the fact that the event is originally an action trigger to display text when spoken to.
    2. Forcing the event to trigger its self-switch when spoken to once. This can't happen since the player is able to talk to this event multiple times until they leave the map.

    So what I need to know is how to force the event to turn a self-switch on with another event.

    I've been through over 20 scripts to attempt to get around this limitation the engine has.

    Can anyone tell me how to do this?

    as a side note, I've been banging my head against the wall trying to figure this out for the past 8 hours...I'm beyond stressed at the moment with this.
  2. Galv's extra move route actions has this fix.
  3. Hotfirelegend said:
    Galv's extra move route actions has this fix.
    My face upon seeing this script actully work:

    mlfw8256-30710.gif

    I don't know whether to break down crying with joy at this moment or scream at the top of my lungs at you finding this so quickly and easily yet I went through 20 scripts...>.<

    Regardless of this,

    THANK YOU!!!
  4. Just another note:


    While it is possible to change the self-switches of other events with script commands, I personally consider this to be a bad idea.


    That is more something of a personal opinion, but when you use such command, you also remove the protection that is imposed by being unable to turn a self-switch from outside the event.


    Basically this means that you have to be very, very careful on how and where you use those commands, and you should make sure that they are always restricted to a single map - since the commands are usually targeted by event ID, they would affect different events if executed on different maps.
  5. Andar said:
    Just another note:

    While it is possible to change the self-switches of other events with script commands, I personally consider this to be a bad idea.

    That is more something of a personal opinion, but when you use such command, you also remove the protection that is imposed by being unable to turn a self-switch from outside the event.

    Basically this means that you have to be very, very careful on how and where you use those commands, and you should make sure that they are always restricted to a single map - since the commands are usually targeted by event ID, they would affect different events if executed on different maps.
    Noted.
  6. Aside from it being something you shouldn't do, if you don't mind me asking, what exactly do you need this for, how does this situation even come to be?
  7. Necromus said:
    Aside from it being something you shouldn't do, if you don't mind me asking, what exactly do you need this for, how does this situation even come to be?
    The situation occurs based on the context of my game's storyline rather than program limitations alone. You see, the main character MUST interact with this NPC as they are an important character to the storyline but they also have many other event pages that prevent me from placing a self-switch command safely without the earlier stated two scenarios taking place.

    For some reason, no matter how I tried to run this, I couldn't figure out how ti implment a self-switch due to the fact that the character says the same line over and over until a variable reaches a specific number. Once this happens, it uses a self-switch to change to the next page but this line can be repeated by speaking to them again. This is crucial for the players since the information the NPC provides is not easily remembered. I basically expected the player to come back to this NPC regularly.

    However, the issue is that in their current position which they originally appear in, they are supposed to move to another position and stay there. Needless to say, NPCs ALWAYS revert back to their original positions you put them in using the editor. Because of this issue, I was forced to use the above script to make the NPC disappear from that position and create a new event in another position.

    I should also note that this event was being controlled by another which was needed thanks to my map and event set up
  8. deathsia said:
    Needless to say, NPCs ALWAYS revert back to their original positions you put them in using the editor. Because of this issue, I was forced to use the above script to make the NPC disappear from that position and create a new event in another position.
    In that case, search this forum for Shaz' "Remember Event Position" script - that will give you a command to change the reload-position of an event to the current position. It'll probably save you a lot of unneccessary pages and relocation commands.
  9. Andar said:
    In that case, search this forum for Shaz' "Remember Event Position" script - that will give you a command to change the reload-position of an event to the current position. It'll probably save you a lot of unneccessary pages and relocation commands.
    Be it incompatibility with other scripts I have or otherwise, that script did jack squat. As in no effect on the event, nothing.
  10. deathsia said:
    Be it incompatibility with other scripts I have or otherwise, that script did jack squat. As in no effect on the event, nothing.
    That would be the first time I heard of an incompatibility - how did you use the command from that script? can you give a screenshot of it?
  11. If it does "nothing" it's either because you're not using it properly, or you misunderstand what it does.


    Explain what you did, what you expected to happen, and what did happen.
  12. You could just add another switch or add to a variable after those important dialogue pages are done, which would only activate "the final page" when you're really done with everything else, no need for scripting here imo.
  13. From what I gather, the real problem is, that the OP is making problems, that frankly don't exist.

    OP, these kind of things, is what reg switches are for. You shouldn't be using Self Switches for things like this in the first place.

    As for the other thing, a script like that wouldn't just do "nothing", if there was a compatibility issue, when you try to use it, it would error, crashing the game in return, so it sounds like you're not using it properly.
  14. Agreed -- it sounds like there are better ways of doing what you need. Maybe describe what you're trying to do, and post some screenshots of the map, and we can tell you a better way of doing it? Shaz's script is awesome, and totally works for me.
  15. If you want an NPC to display a certain text until a variable reaches a desired value, there is a condition which says "Variable <select variable> is value X or above."

    Just create an event page which checks for the Variable count to be that value, then do the special handling.

    And have a more leftmost event page increment the variable by 1 each time the player talks to the NPC.

    That's also very useful when creating quests --- the quest's state is the variable, and each significant action in the quest bumps the variable by 1.
  16. Zoltor said:
    From what I gather, the real problem is, that the OP is making problems, that frankly don't exist.

    OP, these kind of things, is what reg switches are for. You shouldn't be using Self Switches for things like this in the first place.

    As for the other thing, a script like that wouldn't just do "nothing", if there was a compatibility issue, when you try to use it, it would error, crashing the game in return, so it sounds like you're not using it properly.
    I'm sorry, I was under the impression that you hadn't seen,looked at throughly, or even known of my current build...oh that's right...

    You haven't.

    Instead of assuming I'm trying to attention whore because the script works "perfectly" for you or whatever the case may be, gives you no cause or reason to assume the same situation applies to everything else. Please bare this in mind before you throw posts like this around because no one likes to be made out as someone "calling wolf".

    As a side note: Mods, you can close this topic now. My problem has been solved.
  17. 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.