ChaosLord 0 Report post Posted December 14, 2010 I remember I stumbled onto this site that had this choice script that organized choices and made different choices go to the right paths.I remember seeing the thread had a picture of a chest.The picture of the chest had words in it like "Open Chest" and if you didn't open it,it said that the chest felt sad or something and attacked you.But I forgot what the site was called. Share this post Link to post Share on other sites
Crym 10 Report post Posted December 14, 2010 The example you gave could be done with a event extremely easy. I don't think you really need a script for that at all. All you need to do is have an event with 2 pages and the graphic of the chest you want. On page one you can do something like: @>Text:What would you like to do? @>Show Choices: Open chest, Do nothing -: When [Open chest] --@>Text: Received Potion --@>change Items: [Potion], + 1 --@> -: When [Do nothing] --@>Text: The chest looks angry. --@>Battle Processing: (monster) --@>Text: That was strange. --@>Text: Received Gaia Gauntlet. --@>Change Weapon: [Gaia Gaunt] + 1 --@> -: Branch End @>Control Self Switch: A = ON @> Then on page two you just need to check the box next to Self Switch and make sure it's set to A, also make sure you set it with the graphic of the chest if you want the chest to still be there after you open it. It's pretty simple, if that's not exactly what your talking about then I hope you find everything. Share this post Link to post Share on other sites
Broken Messiah 20 Report post Posted December 14, 2010 Not sure if its relevant, but having a self switch in that manner would only give you the chance to open the chest once. I'd put it in the end of the battle. Share this post Link to post Share on other sites
Crym 10 Report post Posted December 14, 2010 Not sure if its relevant, but having a self switch in that manner would only give you the chance to open the chest once. I'd put it in the end of the battle. Putting it in the end of the battle would mean that you would be able to open it over and over again to get the item from opening it, putting it in the end of the branch means that you can only get the item once or only fight it once. The way I did it is set up that you can get a better item by fighting it. Share this post Link to post Share on other sites
ChaosLord 0 Report post Posted December 15, 2010 How do I do this with switches instead of self switches? I want to do it with switches to separate different choice events. Share this post Link to post Share on other sites
Crym 10 Report post Posted December 15, 2010 Do you mean like, a choice you make near the beginning would have a impact on an event later in the game? If that's it then you'll need a switch (not a self switch) that will either stay off or turn on, for example, with the chest idea during the open chest choice you tell the switch to turn on (then the self switch stops the event from repeating over and over again), then during the don't open choice you turn that same switch off (technically stay off)(then the self switch stops the event from repeating) the self switch is so that you don't have to make multiple switches and more pages than necessary. Then lets say after you leave the house that chest was in if you opened it then a man would walk up to you and scold you for stealing from his home and then take the item from the chest back (you would have the event for the man to activate when the switch for the chest is turned on). You could do the same thing with a variable if you have more than 2 choices, choice 1 would have to set the variable = 1 choice 2 = 2 choice 3 = 3 choice 4 = 4. If I need I could do a full example of how this would have to work. Just have to remember that a switch is essentially a variable with only two values 0 or 1 (on or off) (open circuit or closed circuit) it's limited to only 2 options. ~TheCrym 'Perhaps I should do a full tutorial on events' Share this post Link to post Share on other sites