TriforceChosen 0 Report post Posted November 6, 2013 Okay so you know how in order for one thing to happen in a game you might have to talk to another person? How can i get that to work in my game... i have no idea how to even start on this Share this post Link to post Share on other sites
0 phionabrie 7 Report post Posted November 7, 2013 The easiest way to do that is to have the conversation event turn on a switch or add to a variable. Then when you create the next event, set the switch or variable as a condition for the event to be able to trigger. 1 Bigace360 reacted to this Share this post Link to post Share on other sites
0 Bigace360 38 Report post Posted November 7, 2013 @phionabrie: Lol, that's basically the only way. :P @TriforceChosen: Basically what phionabrie said. I suggest playing around with the event command by double clicking on the map tiles. Share this post Link to post Share on other sites
0 TriforceChosen 0 Report post Posted November 9, 2013 Ok but how do i do that? i don't quite understand the switches or vairables... Share this post Link to post Share on other sites
0 theoryoferin 2 Report post Posted November 9, 2013 Admittedly, I work in RMXP, not VX Ace, but from what I've seen around the internet / these boards, the engines are relatively similar in operation. The tutorials that I found most helpful when I was first starting out and learning how to operate the software were these: Tutorials. Like I said, they are for RMXP, but to give an understanding of how eventing and switches work, they should help out a bit, I hope. Share this post Link to post Share on other sites
0 TriforceChosen 0 Report post Posted November 9, 2013 Okay I kinda understand now... but how do i get them to effect events from other maps... I'm trying to make it to where when you talk to a person a door becomes accessible Share this post Link to post Share on other sites
0 theoryoferin 2 Report post Posted November 9, 2013 That's where the switches come into play. At the end of the event where you're talking to the person, it will trigger a switch. Then, with the door, you'll have [a minimum of] two pages of events within the door. One will have what happens if you haven't had the conversation yet, and then one with what happens when you've had said conversation. On that page, you'll have it only be available if the switch has been activated. Share this post Link to post Share on other sites
0 TriforceChosen 0 Report post Posted November 9, 2013 I understand how it is supposed to work... I just can't get it to work! Share this post Link to post Share on other sites
0 phionabrie 7 Report post Posted November 9, 2013 You might have to do a little trouble shooting. Looking at the VX Ace even page, make sure Event #1 (the conversation) has a statement in the comments area (right side) that says something along the lines of @>Control Switches: [number] = ON or @>Control Variables: [number] = amount. After whatever your key line is in the conversation. Then for your Event #2 (the door), page 1 needs to have one of the Conditions (left side) boxes checked. The condition checked for page 1 must NOT equal the condition set in Event #1. That will be your locked/closed door. Page 2 needs to also have one of the Conditions boxes checked, but the page 2 condition = event 1 condition settings. If you have no conditions set for page 1 then page 1 will always be active, no matter what conditions you have set for the other page. If you want the door to close/lock again after you enter, just create another page/event that resets the switch/variable to what it was before the conversation. Share this post Link to post Share on other sites
Okay so you know how in order for one thing to happen in a game you might have to talk to another person? How can i get that to work in my game... i have no idea how to even start on this
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