So, I did a quick search and didn't find anything, so hopefully you can help.
I'm making a 'relationship sim' game that is based on the system in the Persona series. The days will advance, and I have a variable switch counter for the days. I'm trying to get certain events to only appear on certain days, and on my test game I'm encountering the following problem:
I have an auto-run event that checks the day (in this case, the day being 1), If the day is one, self switch A activates and it goes to the second tab, where it 'spawns' an npc event that is activated via player interaction. I want the NPC to stay as long as it's day 1, with alternate dialogue to indicate that they have nothing left to say. On the first tab, the else condition (for not being day 1) activates self switch B, which sends it to the third tab, which is blank. However, it's stuck on the middle tab (the one that activates via player interaction), so no matter what day I set it to the event stays put on the player activation tab. Is there a way to cause the auto-run tab to run again, so that on day 2 the event vanishes? Hopefully this makes sense.
Anyhow, thanks for taking the time to read this!
Make an event vanish on another day
● ARCHIVED · READ-ONLY
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could you put some screens of your event flow for a better understanding of what's going on?
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Actually, the second tab will not process as long your player is not interacting with it, thus disenabling the event from checking if it is not day one.
You could probably use your autorun event (the one that checks the day) to activate a day 1, day 2, etc switch so that your NPCs will appear/disappear according to the day. -
Or, you could do this. Under event conditions, check the box for the event to occur if variable is at or above, and set that variable to be equal to the day they show up. Then, under the new tab, check the same box, and put the same variable, but one more than the first. Leave the rest of the event blank. This way it will only show up when that variable is that condition, and no other time.
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The highest page number always takes priority. If you activate page two, then page one cannot be processed unless the conditions for page two are removed - and they can't be removed by page one because page one will never become active again in that case.
Self-switches are a bad idea for something like that - they are for cases where you either duplicate an event or when the event is self-contained, not interacting with anything else (everything else is advanced eventing where you need to know exactly how your logic is structured).
You're better off by using a variable to count the day, and if something is to vanish after several days, simply make a new page with higher numbers conditioned to the vanishing day... -
This did the trick! Taking out the self-switches and doing what you said made the character disappear on day two! I'd been banging my head on the keyboard for hours, so this comes as a huge relief!The highest page number always takes priority. If you activate page two, then page one cannot be processed unless the conditions for page two are removed - and they can't be removed by page one because page one will never become active again in that case.
Self-switches are a bad idea for something like that - they are for cases where you either duplicate an event or when the event is self-contained, not interacting with anything else (everything else is advanced eventing where you need to know exactly how your logic is structured).
You're better off by using a variable to count the day, and if something is to vanish after several days, simply make a new page with higher numbers conditioned to the vanishing day...
A big thank you to you, and everyone who read and replied to my post :) -
I don't understand why you're using an autorun event to activate other events. Just put the correct conditions on the other events themselves.