Help with branching dialogue.

Necrpotato

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Alright. I'm back with more questions because I can't do anything right apparently. I've tried making a quest for the armorer in my
game. I used a lot of control switches, but they only seem to work in the first event page. I've made a "wait" event page because
I don't want the dialogue from page 1 looping after talking to him t1591962685692.pnghe 2nd time. I apologize if I didn't give enough detail. Please help me ASAP!1591962642113.png1591962589068.png1591962556835.png
 

Calluses

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Not sure if this will fix your problem entirely, but you might have to turn off switch 3 in event page 4, because event page 4 takes priority over the other pages.

Like, as in turn it off when you turn one of the other switches on, or just change the event page order.
 

Necrpotato

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Not sure if this will fix your problem entirely, but you might have to turn off switch 3 in event page 4, because event page 4 takes priority over the other pages.

Like, as in turn it off when you turn one of the other switches on, or just change the event page order.
Thank you so much!! This fixed everything and my armorer is now functional. Thank you again.
 

Kes

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Just so that you are clear from the future. The engine reads pages from right to left (i.e. the highest number page first) and will stop at the first page it finds where all the conditions are met.
 

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Finally! I've been puzzling over why it wasn't working for two days now. Turns out all of my calculations were correct, I just forgot to give some events hitboxes. :kaoswt: Now my randomly generated maps check for collision errors, and move stuff around in real time if they finds any. :LZSexcite:
Ami
--- OP Candy ---

Kids: Trick Or Treat!
Hero: Alright,here's the Candies (Give A Bunch Of Candy).
Kids: Thank you,Mister! (Running)
Hero: How cute they are…
F.Archer: Did you give them a OP Candy,accidently?
Hero: Huh?
Halloween, a day where kids are encouraged to take candy from strangers.
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