How to make old dialogue effect later choices?

Spooks

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I'm trying to set up Switches and Self Switches but it seems to just refuse to work. Self switches don't work in branching dialogue. If I set a switch to turn on from one event and effect a different effect then nothing happens. My only plugins are that of YEP battle engine, YEP buff states, and YEP core engine. Am I doing something wrong, or is it the fault of my plugins?
 

Vesutastic

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Your plugins shouldn't be at fault here, they don't affect switches or self switches.

Mind if you post your event pages?
Could make it easier to see where the problem lies~ :rhappy:
 

Spooks

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Your plugins shouldn't be at fault here, they don't affect switches or self switches.

Mind if you post your event pages?
Could make it easier to see where the problem lies~ :rhappy:
The first two screenshots are the first page, the third and fourth are the pages it's supposed to effect. If it looks sloppy that's because this is my first project in RPG maker so go easy on me. This is only my second post as well so I don't know if this attachment will work.

Edit: Ignore the Messatsu part, it's an easter egg that's working just fine. It's just those Chaos and Pacifist switches.
 

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Beckx

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i can't see it in the screenshot, but have you set the affected events to autorun? or other question: is it supposed to trigger after player input or should it automatically show, after the switch got turned on?

i think that might be where the problem lays
 

Shaz

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When you show screenshots of your event, please include the FULL event window. Can't tell there if those are all the same event or multiple events. Can't see the triggers, or if there's a sprite.

The logic on your second screenshot is wrong. You have a test there saying if switch #66 is on, do stuff. But it will never be on, because a few lines above you have turned it OFF.
 

Spooks

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i can't see it in the screenshot, but have you set the affected events to autorun? or other question: is it supposed to trigger after player input or should it automatically show, after the switch got turned on?

i think that might be where the problem lays
I'll fix the screen shots in this post. They are autorun and I believe they trigger after player input but I'm unsure as this is my first time making any form of complex event in my mind.
 

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Spooks

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When you show screenshots of your event, please include the FULL event window. Can't tell there if those are all the same event or multiple events. Can't see the triggers, or if there's a sprite.

The logic on your second screenshot is wrong. You have a test there saying if switch #66 is on, do stuff. But it will never be on, because a few lines above you have turned it OFF.
Fixed in the last reply I had with screenshots. The logic on my second screen is right, that's how I was shown to do Password Events. It has nothing to do with the main issue and in fact leads to an entirely different part of the game. I mentioned that in the main post edit, my mistake for not saying it sooner.
 

Beckx

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mmh. it should normally work? does it work if you remove the part in other? i know, normally it shouldn't be affected, but i just tried activating a event through a switch in a choice (basically just like you did) and had no problems.

you could also open up the console via F8 while testplaying to see if there are any errors
 

ShadowDragon

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why is pacifist and chaos on a different event?

you ccould make 3 pages, swelfswitch A (for pacifist), selfswitch B (for chaos)
so you have 3 pages, maybe 4 if selfswitch C is triggered for blank page.
 

Spooks

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Same reason the post states. A choice earlier in the game effects later dialogue. That's the whole thing I'm going for.
 

Andar

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@Spooks
your scripted commands are wrong. that comparison should use ===, not == - but why use script here at all?
I strongly suggest you use the conditional branch for checking the name of the actor instead of a script command, that way you can completely ignore the switch used there.

and in all cases, ALWAYS name any switch or variable as soon as you use them. switch 66 is not named, and that risks that you might use it (or might have used it) for another function elsewhere, messing up the entire logic.
always name switches and variables, so that you'll never use them twice unless knowing what you're doing.
and check if any of your plugins uses any of those switches for itself - you should always configure all plugins as soon as they are added, and part of that configuration process is naming any switch or variable that is configured in the plugin.
 

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