So I evented a rather complex portrait system for myself, which can show up to two people on the screen at a time.
To determine whether this character is on the left or right side of the screen, I use a self switch in the common event that controls the way the images will be displayed.
This all worked until I realized the self switch wasn't working for the common event, but in the map event it was called in. If a common event calls another common event that utilizes a self switch, it just doesn't register.
So:
Map event > calls common event with a self switch = works okay.
Common event > calls common event with a self switch = doesn't work.
Any options I can explore here? It really relies on the self switch for it to work, otherwise I'm going to have to create a unique switch for every single character I have, and the self switch eliminated all of this work. Can I really not use self switches in common events that are tied to the common event, and not a map event?
To determine whether this character is on the left or right side of the screen, I use a self switch in the common event that controls the way the images will be displayed.
This all worked until I realized the self switch wasn't working for the common event, but in the map event it was called in. If a common event calls another common event that utilizes a self switch, it just doesn't register.
So:
Map event > calls common event with a self switch = works okay.
Common event > calls common event with a self switch = doesn't work.
Any options I can explore here? It really relies on the self switch for it to work, otherwise I'm going to have to create a unique switch for every single character I have, and the self switch eliminated all of this work. Can I really not use self switches in common events that are tied to the common event, and not a map event?
