EVENT DIALOUG HELP
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I don't really have a BIG problem, but It's a minor issue I have, and I want to know some sort of more effeciant alternative.
I want to make a "I will only say this one time" type of thing. So what I usually do is: I make one event, put in the message. and there. Then, I make another event with the same sprite, and make it say what I wanted the previous event to say after talking with it. After, I will go back to my first event and insert "trade event locations" and select the other event.
So far it has proved to be a nice method, but I want to prevent confusion.
Basicly, what I need is an alternative way to do this, without trading event locations.
I want to make a "I will only say this one time" type of thing. So what I usually do is: I make one event, put in the message. and there. Then, I make another event with the same sprite, and make it say what I wanted the previous event to say after talking with it. After, I will go back to my first event and insert "trade event locations" and select the other event.
So far it has proved to be a nice method, but I want to prevent confusion.
Basicly, what I need is an alternative way to do this, without trading event locations.
I think you might want to use the "help request" forums from questions of these type from now on.
If I understand what you're saying I think you can do this with a switch. So after your event says "I will only say this once" you turn on the switch "said it once" or something then have that same event say something different when that switch is on.
If you wanted to keep doing this you could use a variable instead of a switch and just add one every time you wanted to move the conversation forward.
If I understand what you're saying I think you can do this with a switch. So after your event says "I will only say this once" you turn on the switch "said it once" or something then have that same event say something different when that switch is on.
If you wanted to keep doing this you could use a variable instead of a switch and just add one every time you wanted to move the conversation forward.
You can avoid the use of switches and variables using self-switches if you have four or less "parts" to the conversation, too. Assuming you're using RPG Maker XP onwards.
Your explaination gets a little confusing.
Here's an example of what you can do.
Event A says something, then triggers a control switch
(This switch will allow Event B to say something and perhaps
Event A to say something new.)
When you talk to Event B you can trigger another control switch
(Whcih can also change what Event A and B are saying.)
You can also turn off Events and turn on events using
control switches. If you want Event A to disappear
after talking to Event B you can insert a blank page
with the proper control switch. Then if event A
is supposed to be a new location the put that event
in the proper location with the proper conrtol switch
trigger.
You can also use Conditional Branches (Event A will say
something if something has happened or will say something
else if something has not happened.)
Control Switches and Conditional Branches are a large
part of creating a game with these engines.
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