Ganelan

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Hello, I have in mind to make a dungeon that is like a test of two characters. Both characters would be in 2 inaccessible areas of the map for one and for the other. And you have to coordinate with the characters, so that one of them reaches the end of it, activating switches and things like that.

My idea is to be able to change with a button when you want the other character. I have tried to save the X and Y of the map, but I can't get each actor to have their own. I don't know if I explained well what I'm looking for. Is there any way to do it?
 

Andar

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use a switch or variable to remember which actor is currently active, and then use different variables for XY depending on that information.
 

ATT_Turan

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I have tried to save the X and Y of the map, but I can't get each actor to have their own.
What does this mean? If you're actor 1, save player's X to variable 1 and player's Y to variable 2; if you're actor 2, save player's X to variable 3 and player's Y to variable 4.

If that's not what you meant, please post pictures of the event code that you already tried, otherwise we don't really know what you're having a problem with.

But if you're having a hard time with the "push a button" part of it, I believe himeWorks' Party Manager plugin does exactly what you're asking about and automates it all.
 
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Ganelan

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True, sorry. I make this.

erdvgerfd.jpg

I guess I'm missing something, but I'm not sure what to add.

"1" and "2" are the different actors.
 

Andar

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1) when asking for screenshots, we prefer to get full screenshots of the entire event including properties, not a cutout limited to the content without its properties.

2) on transfer to a different map, common events reset and map events are deleted.
depending on the exact structure sometimes commands after a transfer are still executed, but we always say that the transfer command should be the last command in an event sequence to prevent missing commands.
in your case there is a good chance that the event is aborted before the party member commands are executed.
 
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Ganelan

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1) when asking for screenshots, we prefer to get full screenshots of the entire event including properties, not a cutout limited to the content without its properties.

2) on transfer to a different map, common events reset and map events are deleted.
depending on the exact structure sometimes commands after a transfer are still executed, but we always say that the transfer command should be the last command in an event sequence to prevent missing commands.
in your case there is a good chance that the event is aborted before the party member commands are executed.
Oh, sorry.

erdvgerfd.jpg

It happens on the same map, I didn't plan to make two different maps for this. Maybe this is the problem?
 

Andar

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no, on the same map the effect cannot happen because the map is not reloaded.

can you place two show texts inside the conditional branches that display the variables on use?

and which parts of the event happen and which part do not?
exactly please, not like the summary given in your first post.
because that way the events should work correctly and we need to find what interferes.


oh, and when did you first set the XY? If you move after one switch, does the computer detect the new position for both or one or neither party?
 

Ganelan

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Ok, it works for me now.

I had the ID X and Y of the actors backwards at the time of pressing the button. Exchanging them now works as I want. It was pretty silly really. XD
 
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