Multiple variations of the same event?

Simon D. Aelsi

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Forgive me if that sounded.... not the way you thought.

There's an instance in Chrono Cross where the player tries to open up a treasure chest in a manor in Karsh's room.

He counts the times you "mess with it"... After the twentieth time, he finally gets fed up and lets you open the chest.

I'm aiming to do something similar in the form of an event. I just don't know how.

Scenario: Talk to a giant bird enough times and it will give you a feather (Which you need to progress).

Other NPCs will hint at this so it won't be an unfair obstacle.
 
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whitesphere

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You can set a variable like "Times Talked To Bird" to 0.  Then, add 1 to it each time the player talks to it.

First, check Self Switch A with a Conditional Branch.  If it's ON, skip this later step, unless you want the player to get limitless feathers:

The event then would have a Conditional Branch which checks "Times Talked to Bird" and if it reaches the desired value, give the player the feather and set Self Switch A to ON.
 

Simon D. Aelsi

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Thanks! I'll give it a shot. 

It appears that I have to keep tinkering with it... it happens after a fashion but it's really a lot of work trying to get it just right
 
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Shaz

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I've moved this thread to VX Ace Support. Please be sure to post your threads in the correct forum next time. Thank you.

Event tab 1:

Control Variables [0001: Times Talked] += 1Conditional Branch: Variable [0001: Times Talked] = 20 give feather Control Self Switches: A = ONElse say somethingBranch EndEvent tab 2:
Code:
whatever you want the event to do after you've obtained the feather
Post the event here to show us what you've got happening so far, and we'll help you out.
 

Simon D. Aelsi

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Alright, I think I've got it figured out for real this time.

I used not a conditional branch but a control of variables. What my problem was, in the variable (Times talked) I'd ADD by one in one page, 2 in the second, and 3 in the third (and so on) thinking they were NUMBERS... which was why the character kept skipping dialogue.

Each page contained a new phrase then at the end the feather was finally given (ten conversations later... heh)

After that a self switch was set to ON so the bird just "chirps".

I tried it twice. It worked twice!
 
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Engr. Adiktuzmiko

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You shouldn't have really needed to use multiple pages for this...
 

Zoltor

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I tried everything I could think of, and that method worked the best for me. :D
Huh, you just needed to make a variable counter.

Add +1 to the variable, so every time you talk, it adds +1 to the variable. Make a condition branch, if the variable is = to 20, do X. That's all, no need for multiple pages.

If you want something new to be said each time you talk to the NPC, just add other condition branches for the other counts of the variable.
 
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Engr. Adiktuzmiko

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Shaz already outlined it for you... :)
 

Simon D. Aelsi

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Oh, I didn't even see that. x_x I guess I could go back and try it again! ^_^ Leaner codes means less fat in the end, right? :D
 

Zoltor

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Arguably, multiple pages improves re-usability.
Well that really depend how many other/if other events interact with it, and how such does. 

If you have a bunch of different things happening at very different times during the game, multiple pages is the way to go, but in this case, where all it seems to be based on, is the amount of times you talk to the NPC, a single page is the more efficient way to do it.
 

Shaz

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Arguably, multiple pages improves re-usability.
Not when it's just every single page adding 1 to a variable and conditioned by the same variable being 1 more than the previous page, with no other differences.
 

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