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Lord Zonar

Deleting events temporarily?

Question

I'm making a game that has multiple story lines, and each can be played through again after beating them, that's the thing im going through. I'm having trouble making it so that when an event is triggered in one of said stories, it disappears, but it will be there when you go through again.

 

say im playing through Story A, map A has a potion event, i pick it up and the event is gone now, then i travel to map B, then back to Map A, i dont want the event to be there again unless i am playing that particular "Story A" a second time, so i cant use erase event because it comes back after i return to the map.

 

I'm sorry if i'm over explaining, or not explaining enough, i know that self switches are my best bet, but how would i turn them off from an outside source?

 

Any help would be appreciated.

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On the event in Story A, map A, put a 2nd event that is empty attached to it, and require a switch to be activated, or a variable to be a certain amount, then when the event is done, increase the switch or number to what ever the 2nd event requires, and the 1st event will become the 2nd. No matter how many times you come back, it will always be not working, though if you reverse the process, making the switch false, or the number less, it will be working again. You can't use self switches in this way, so you would need to use an actual variable or switch in the database because of it. Unless if you find some advanced scripts around, there is no other way to do it in RPG Maker.

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Thanks, I'll try it this way for now,

But excuse me for the thing i should have mentioned, Say that Map A has little events littered around that are just to give items, I want each to act this way individually, only the events triggered by the player will stay gone until the whole thing is restarted, and that would either take a number of switches, maybe less variables, or a complex series of event conditionals.

 

Anyway, the help is appreciated, by the time i finished this I have already come up with a few ideas, perhaps just typing this has helped me through the problem.

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OKAY SO I JUST FIGURED IT OUT! Okay, Map A has multiple potion giving events, triggering one gives a potion and sets their self switch A to ON before erasing them, the second page which activates when self switch A is on does nothing even when returning to map A, but its on Parallel process, waiting for a conditional, I have a variable lets just call it progress,

in Map A the progress is set to 1, and each time you move to the next map the progress goes up by one, Every item event in Map A that was activated is now on parallel process, checking for the progress to be 1 again, and that wont happen unless you bring the Progress to 0 by starting over and going through again naturally, which means I CAN ALLOW BACKTRACKING WITHOUT MAKING THE ITEMS RESPAWN UNTIL STORY A IS RESTARTED!

 

I dont know what it was that gave me the solution but thank you anyway good sir, and have a nice day! I'm going to go keep working.

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It is possible that the player can just start a new game and replay them, or you could make it so that the treasure chests just don't re-contain items, as you are just replaying it.

 

Another option I thought of is to randomize like, 2 to 4 different chest layouts (Or more if you are crazy), that randomizes each time you do the story. Hear me out.

 

By layouts, I mean that there are different patterns to where the chests spawn, and this algorithm will make it happen.

 

Let's say there are 3 chest layouts.

First you'll need to make a variable called "Chest Layout" and randomize it from 1-3. Then you'll need to set up 3 switches called "Layout 1" "Layout 2" and "Layout 3". Then you'll need three more switches called "Different Layout 1" "Different Layout 2" and "Different Layout 3". And that is all you need.

 

When you enter the story with a new playthrough, check the variable "Chest Layout" to see if it is 1, 2, or 3. If it is 1, activate switches Different Layout "2" and "3". If it is 2, activate switches Different Layout "1" and "3". If it is 3, activate switches Different Layout "1" and "2". Using the order I provided below, it will disable the other layouts, while opening up the randomized layout, making it so that chests will always show up, and it also will add a nice feature to redos.

 

When you leave the story, remember to randomize the Chest Layout variable, and the rest will work itself, but make sure it doesn't equal what it was before, or else it will glitch, as it won't be able to access Event 5 which resets the chests. Another glitch is if on a previous playthrough you open a chest that is in a room you are not required to enter, then the player does not enter that room on their playthrough, then it will glitch if the layout is the same as the first on their third playthrough if they try to enter the room, since the event didn't reset and activate from them entering the map, since it requires the player to be on the same map to activate. There are no glitches otherwise, since this even works for unopened chests on playthroughs..

 

 

This is an exemplar for a layout 1 chest.

 

Event 1: (Unopened Chest Graphic) (Action Button)

Switch "Layout 1" Required

Gives Item Found

 

Event 2: (Open Chest Graphic) (Action Button)

Self Switch "A" Required

Does Nothing

 

Event 3: (No Graphic) (Parallel Process)

Switch "Different Layout 2" Required

Activates Self Switch "B"

 

Event 4: (No Graphic) (Parallel Process)

Switch "Different Layout 3" Required

Activates Self Switch "B"

 

Event 5: (No Graphic) (Autorun)

Switch "Layout 1" Required

Self Switch "B" Required

Deactivates Self Switch "A" First

Then Deactivates Self Switch "B" Second

Which will put the whole event back at "Event 1"

 

 

I think you can figure out how to change it for when the Layout is 2 or 3, or if you have more layouts. I hope this helps for chests.

Just another thing, you can't use the same variables for different stories, so you'll need to make multiples of each variables.

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