Turn Self-Switch OFF

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JonathanTBE

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So here's the story.
lately i been working on cheat engine for my game, which goes smoothly until now,
There's a lot of fashion clothes in my game, including clothes for each class, Now, i want to make a cheat that open All the clothes in the game.

Usually i use separate events for each fashion, But the classes' clothes has to be on the same event.

So i tried to achieve it with Self-switches:

https://drive.google.com/file/d/0B-x8LYAy1FY7TGk4d3BfX3JuUEk/view?usp=sharing

So what i tried to do is sort of a Changing doll, each time you talk to the event you equip it's clothes and it changes to the next one and so on.

Now as you can see in the picture, The cheat switch is the Conditional Branch "fashionable".

I don't mind to use normal switches At all, i just want to know why isn't it working with Self switches, Thank you

(edit:picture link)
 
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Heretic86

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So here's the story.

lately i been working on cheat engine for my game, which goes smoothly until now,

There's a lot of fashion clothes in my game, including clothes for each class, Now, i want to make a cheat that open All the clothes in the game.

Usually i use separate events for each fashion, But the classes' clothes has to be on the same event.

So i tried to achieve it with Self-switches:

https://drive.google.com/file/d/0B-x8LYAy1FY7TGk4d3BfX3JuUEk/view?usp=sharing

So what i tried to do is sort of a Changing doll, each time you talk to the event you equip it's clothes and it changes to the next one and so on.

Now as you can see in the picture, The cheat switch is the Conditional Branch "fashionable".

I don't mind to use normal switches At all, i just want to know why isn't it working with Self switches, Thank you

(edit:picture link)
To understand this, you sort of have to understand Hashes are Key Value Pairs.  What is probably happening is you have the wrong Key Value Pair, which can get easily throw off by things like Map ID's.

$self_swtiches[['A', event_id, map_id]] = true / false
 

Shaz

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close.

$game_self_switches[[map_id, event_id, 'A']] = falseBut why are you doing this? Do the second, third and fourth pages only activate when you interact with the event? Is that what you intend?
If you just want to change the actor's graphic based on the class, I'd do it in a single event WHERE the player chooses the class. You don't have to have parallel processes, multiple event pages, all that sort of stuff.
 

JonathanTBE

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Okay, i'm not that good with scripts, what did i do wrong

https://drive.google.com/file/d/0B-x8LYAy1FY7aDJOSEt2NG1rNjA/view

But why are you doing this? Do the second, third and fourth pages only activate when you interact with the event? Is that what you intend?

If you just want to change the actor's graphic based on the class, I'd do it in a single event WHERE the player chooses the class. You don't have to have parallel processes, multiple event pages, all that sort of stuff.
Yes, that's what i'm intend, it's an event of one doll in a closet, And the closet is a whole map :p i'm trying to make fashion system thingy
 

NathanW

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I see your issue.

On the B, C and D pages, you have the trigger set to 'Action Button'. Set it to 'Autorun/Parallel Process'.

The reason why these three do not work is thanks to the triggers. If the triggers are set to autorun, they will activate once that self switch condition is met. If they are set to 'Action Button' when that condition is met, the player has to actually move to the event and press the action button to kick-start it again.

EDIT: I'm an idiot xD I totally misinterpreted your request, ignore me.

2nd EDIT: I see you have no 'Self Switch A = OFF' or 'Self Switch C = OFF'.

On page 2, add the A = OFF.

On page 3 add the B = OFF.

Change the 'Control Self Switch' C = OFF and B = OFF to A = ON, C = OFF.

This will make the suits cycle through the three of them. You can add more by using actual switches instead of Self Switches, too.

Each Self Switch has it's own On/Off value, so failing to turn the A or B switches off when changing will likely conflict with the conditions. I believe the number order of the pages is what's checked, so that second page is triggering before that B page is even considered. Think of it this way; The Page #2 is checking to see if A is active, and since you have not made A inactive, it is saying 'hey, this is the page to run' and disregarding the other pages, because only one page can be active at a time. Using these switch changes will make it check 2 for A, 3 for B and 4 for C, and will prevent conflicts.

Thusly, you will have an armordoll that will cycle it's clothing and equip the current clothing to the character each time it is activated.

That is, assuming I did not misread your request a second time.
 
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Shaz

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You know you can embed your image in your post? You don't have to provide a link so we have to click something else and see it.


You took it too literally. When we say "map id", we mean you put the map id in there. When we say "event id", we mean you put the event id in there. So if you're on map 15 and you want to turn Event 8's self switch C off, you would do this:

$game_self_switches[[15, 8, 'C']] = false
But there's a second issue there as well ... you're obviously using an older version of the engine, with a smaller script entry area. What's happened is that the command is too long to fit on one line, so it's automatically entered a line break. Unfortunately, it's not very smart about auto line breaks, and almost ALWAYS puts them in the wrong spot. It sees ]] at the end of the line and thinks there's nothing to come afterwards. So when it gets to the next line and sees = false, it can't make any sense of it.


Just edit the commands again, and put a line break before ]] and make sure the = false is on the same line.


However, you ONLY use this method, if you are trying to change one event's self switches from within another event. So it would not be appropriate in your case - when you want to turn off a self switch for the event you're in, you can just use the Control Self Switches [A] = OFF event command.
 

Andar

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 

Shaz

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Just unlocking to say, I don't mean attaching the image to your post. I mean using the image tag to show the picture in your post. If you have the WYSIWYG editor enabled, you can just click the image icon on the toolbar. Otherwise it looks like this:

If it's a big image (in screen space), put all of that into a spoiler.
And locking again :)
 
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