Hi! In my game, I want tasks to work on a variable basis. So if we approach an innkeeper, give us a task like "Go there and there and talk to such and such a guest" then to the variable (let's say Main Task) adds 1. On the character that should appear only when the task is active I have set :
Condition: Variable [0017: Main Task] == 1
Own switch: A = ON
otherwise
Own switch: B = ON
Own switch A causes that the guest with whom to talk the main character appears
The main switch B causes that nothing happens.
The condition of the entire event is set to: Auto start.
The problem is that the guest does not appear.
I hope that I managed to explain comprehensively what my problem is. Who knows what could have happened that the character does not appear even though it should be so?
Variables
● ARCHIVED · READ-ONLY
-
-
Your guest does not appear because you probably never turned on self switch A. Just remove that condition and it will work (unless of course you've made another mistake in your eventing). When you say Auto start do you mean autorun? I don't think that's necessary here. Autorun is usually used for cutscenes and all that.
Just a heads-up, but it's a lot easier to help someone with event problems if they post a screenshot of their event (preferably using Alt+Prt Scr). ;) -
self switch in the inkeeper's event wont effect an event for the quest.
your looking to use a normal switch + variable
talk to inn keeper, starts quest, switch 21 == On so guest appears, self switch A == On so inn kepper doesnt try to give the quest again
talk to the visitor, get more quest progress, set variable 17 == 1
go do quest objective (kill boss set variable 17 == 2)
visitor page 2 condition is variable 17 Quest-Inn's Visitor == 2
end quest, switch 21 == Off, visitor disappears never to be seen again
self switch use when event A has no connection to any other event.
(treasure boxes, rambling old hag on repeat with 3 different dialog)
(this inn keeper example works for the 1 time "trigger and done" but requires another switch or variable to take over at the same time)
normal switch use when event A causes a change in event B (or events B through E
(show another NPC until quest is done n switch turns off again)
variable you use to track progress (i use a different variable for most of my side quests most the time never using switches)