1 cutscenes with multiple possible party members.

mattduleheart

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Hey people, so I'm having a little issue with this one cutscene that I'm trying to make, I'm currently using the Moogle_X_ActorsFrindshipSystem plugin and I'm trying to make something where the playing walks into a room and depending on the friendship level with the party members the player will have a chat with them, but I need this to happen only once in the game and to not be a repeat event.

Much like you would have in Final Fantasy VII where ether Tifa, Aerith or Barret would show up but it would only happen once if someone can help me with this issue I would appreciate it.
 

lordvalinar

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Well I'm not familiar with the plugin, but I do have a couple of suggestions.

1.) Might be tedious, but you could setup a variable (Yanfly's Self Variables & Switches plugin is really nice for this) to be setup for cutscenes.
PAGE 1 -> The autorun event if: (friendship >= amount?)
<Event runs>
<Sets Self Var(actor) = 1>

PAGE 2 -> Only runs if Self Var(actor) >= 5 (say for another cutscene down the road)
<Event runs>
<Sets Self Var(actor) = 6>

PAGE 3 (blank, activation: ACTION) if: (Self Var(actor) >= 6)

Or something along these lines :)
----------------
The other suggestion would also to be use switches but variables (in my opinion) are more versatile for multiple cutscenes. I literally have one labeled "CutsceneIndex" as I might require certain pages to run based on their index number, etc.
 

mattduleheart

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Thank you for the reply, I looked into it and the way that the system is set up I would have to make different pages as you suggested, but use the variables that I had made for the friendships in order to make an event with a party member. I will just have to make it so that it goes in my preference and what would be good with the story.

If you know of a way that I can make it so that the one with the most friendship points plays I would like to know if I am able to do this :) thank you.
Well I'm not familiar with the plugin, but I do have a couple of suggestions.

1.) Might be tedious, but you could setup a variable (Yanfly's Self Variables & Switches plugin is really nice for this) to be setup for cutscenes.
PAGE 1 -> The autorun event if: (friendship >= amount?)
<Event runs>
<Sets Self Var(actor) = 1>

PAGE 2 -> Only runs if Self Var(actor) >= 5 (say for another cutscene down the road)
<Event runs>
<Sets Self Var(actor) = 6>

PAGE 3 (blank, activation: ACTION) if: (Self Var(actor) >= 6)

Or something along these lines :)
----------------
The other suggestion would also to be use switches but variables (in my opinion) are more versatile for multiple cutscenes. I literally have one labeled "CutsceneIndex" as I might require certain pages to run based on their index number, etc.
 

lordvalinar

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Well I suppose one way is on an Autorun event (when you first enter the map - depending on how much detail is poured into it.... mine is filled with setup instructions, variables and switches, etc xD ... I really need to organize it better... but anyways!)

In this autorun event you can make a check (whether right there or setup a Common Event if this is going to happen a lot.. hence the name, hehe)
If (var1 > var2) {
if (var1 > var3) {
if (var1 > var4) { // and so on
<Then set Self Var(actor) = var1>

And make checks manually (highest wins!) Alternatively; I'm going to be trying something real soon with the Script Call (in the event of ties) as I have something not too dissimilar with my own project going on (char creation if tally1 (Attack + Defense) > tally2 (M.Attack + M.Defense) > tally3 (Agility + Luck), then go with tally1, etc.) I can let you know how that works if you're interested.

I'm sure I'm probably overcomplicating things and that there's a simpler solution somewhere, but I'm trying my best xD
 

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