RePeat

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I'm trying to implement a recurring mini-boss in an area who you can fight over and over again with the only cooldown being a map refresh.

So the main switch, a titled one, is activated by a story event. When you're first in the area the battle is good to go. Now when you beat the boss a self-switch will be activated, so when you talk to him you will get some dialogue instead of an immediate rematch.

In the exit events that let you leave the area I inserted a self-switch turn off, so that when you leave the map and come back you can challenge the boss again... Except, it's not working!

I've checked with the log window and the turn offs do register but still, when I leave the area and come back I get the dialogue with the requirements titled switch + self-switch anyway, instead of the battle that only requires the titled switch.

I have no clue what is happening here.
 

bgillisp

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You'd need to post a screenshot of the event. Did you put an empty event on page 2 based on the self switch? If not then there's nothing stopping the original event from running.
 
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I think I know what's going on...

A self-switch only applies to the specific event you put it on!
You cannot tell Event X to turn on Self-Switch A, then have Event Y turn off Event X's Self Switch (A).

From what I'm understanding based on what you've written, you're trying to turn off the battle event's self switch through another event (the exit), and you cannot do that without scripting/plugins.


A very easy solution to this would be to just use a normal switch. Instead of a self-switch, just make the exit event turn the normal switch OFF. That should fix your problem!

So if you battle, win, the normal switch turns on, and the dialogue happens instead.
When you exit the arena, the exit event should now turn that normal switch OFF, and boom. Re-battle time!
 

RePeat

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That was the problem indeed. I was hoping I could avoid using another named switch cause I already got so many lol but oh well...
 

ATT_Turan

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A self-switch only applies to the specific event you put it on!
This is true, however...
You cannot tell Event X to turn on Self-Switch A, then have Event Y turn off Event X's Self Switch (A).
This is not. It's a simple script call to toggle any event's self-switch from anyplace else your game executes code. The OP may not have been doing it correctly, but it's quite possible and efficient (I do it throughout my game, so as not to clutter up my global switches).
 
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This is true, however...

This is not. It's a simple script call to toggle any event's self-switch from anyplace else your game executes code. The OP may not have been doing it correctly, but it's quite possible and efficient (I do it throughout my game, so as not to clutter up my global switches).

Yes, I am aware of this. I did imply near the end of that same paragraph that it is possible to do with scripts. However, I assumed the OP did not want to use script/plugins.


Regardless, glad we could helped you OP! Feel free to ask questions anytime here~
 

ATT_Turan

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Yes, I am aware of this. I did imply near the end of that same paragraph that it is possible to do with scripts. However, I assumed the OP did not want to use script/plugins.
Ah. I saw that, but was thrown off by the "script/plugins" as plugins have nothing to do with it. I just wanted to make sure the information was in the thread.
 

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