George Halstead

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Friends i am trying to set up a dialogue between my actor 1 and a NPC (blacksmith) so that when i approach him i want to ask about him repairing some old Armor and after i check yes or no due to Gold cost . After that i want the NPC to offer the shopping process as usual. I thought i could just use a self control switch to end the first set of dialogue after i checked yes and then it would just go to the next event which is the shopping process but when i visit the blacksmith it goes automatically to the shop process. What am i doing wrong ?
 

OnlyMe_

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I don't really understand the setup of your blacksmith there, but I think you forgot to put the conditional (on the left side when editing/creating an event) on the blacksmith's 2nd event page (the shopping process). Let me know if the problem persists.
 

George Halstead

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The blacksmith is mainly the one that is in the armor store behind the counter and would usually just be using the shop process like any other store in a game i guess. How would you accomplish this @OnlyMe_
 
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So assuming you have 2 pages, the 1st page being the dialog and the 2nd page being the shop processing and the 2nd page be activated when the self-switch is on then there is your problem.

If page 2 only has the shop processing event and is only on when the self-switch is on then that's what the event is going to do each time you interact with that event. When leaving the area and come back the game will remember that the self-switch for the blacksmith event is still on.


If you want it so that each time you talk to the Blacksmith he talks, then the shop process happens then get rid of the Self Switch and add the shop process on the same page as the text.


But based on what you said, I'm going to assume you don't want him to ask the question all the time just mention something then shop process?
If so just add text before the shop process on page 2.
 

OnlyMe_

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Well this is how I achieve that:
1. Make an Event (Blacksmith)
2. Make 2 Pages of Events
- You can do this by clicked the Add Event Page at the top of the Event Editor Window.
3. On Event Page 1:
- Fix Old Armor (Choice [Yes, No])
- If Yes,
- Self-Switch [A] -> ON
- If No,
- Do nothing or put some dialogue here.
4. Put the conditionals on the second page (Self Switch [A])
- You can do this by checking a box on the left side of the Event Editor Window that says "Self Switch". It will automatically be set to A.
5. Put the Shop Processing on Page 2.

This will ask the player an yes or no choice, and when the player said "Yes", the next time the player talks to the blacksmith, the blacksmith will open the shop processing instead of asking the question. Let me know if the issue persists.
 

Andar

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@George Halstead
If the tips above are not enough, please show a Screenshot of your event pages so that we can see where you made a mistake. Your first idea about using self-switch is usually the correct one, and if that doesn't work then you made a mistake in the details.

But without seeing your event we can't even guess where your mistake is.
 

bgillisp

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I'd post a screenshot of what you got so far. From what you posted it sounds like you set up page 2 (the shop page) so that it is always true, so it will always run. Remember that RPGMaker always runs the highest numbered page that is valid, so if page 2 is set up to always be valid, page 1 will never run.

Also, it is impossible to run page 1 then page 2 in order without interacting with the event again, without getting cute with autoruns. It's best to put all the intended dialogue that you wish to run on that page. The engine assumes the event is done when everything in the page is complete, so it never auto goes to another page.
 

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