Two self-control switches in one conversation?

yayayayaya3

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I'm trying to make a conversation where there are two self-control switches. Is there anyway to make this work? If I activate one it un-activates the other self-switch. Is there anyway to connect a self-switch to only work when two options are made or something like that?
 

ncognito

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what exactly do you want to happen in the conversation?
 

GrandmaDeb

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You are probably trying to make a cut-scene.

Although it seems to make sense at first to control each event independently, what you really have to do is control both from the same event.

For more details, see the tutorial linked in my signature on switches.

***************************

however, if what you are trying to say is that you want your event to be dependent on more than one condition, yes that is possible.
 
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yayayayaya3

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You are probably trying to make a cut-scene.

Although it seems to make sense at first to control each event independently, what you really have to do is control both from the same event.

For more details, see the tutorial linked in my signature on switches.

***************************

however, if what you are trying to say is that you want your event to be dependent on more than one condition, yes that is possible.
I'm not trying to make a cutscene, I have a conversation with options and I want two of the options to only be able to be selected once. One gives you a key and one leads to a cutscene and I'd rather both not be accessed twice.
 

yayayayaya3

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what exactly do you want to happen in the conversation?
There are 4 options in the conversation, and I want two options to only be accessed once. In one you receive a key, and in the other you are taken to a cutscene.
 

GrandmaDeb

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Okay, so you need a switch for each condition to indicate that it has already been selected and then not allow the condition if the switch has been set.

You set the condition when the selection is made.
 
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yayayayaya3

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Okay, so you need a switch for each condition to indicate that it has already been selected and then not allow the condition if the switch has been set.

You set the condition when the selection is made.
I know that I need a switch for each condition, just when I set a switch for both of them when one is selected it either resets the other or it activates both of them before the other has been selected. I want to know how to activate one without activating the other, and when I do activate the other for them both to set as activated. 
 

Shaz

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amondomii, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.

The issue is not with your self switches - it is with your conditions that check what self switches there are. You need to do something like this (SSA is for the key, SSB is for the cutscene):

Condition: Self Switch A is ON Condition: Self Switch B is ON Show Choices: Conversation A, Conversation B When [Conversation A] Jump to Label: Conversation A When [Conversation B] Jump to Label: Conversation B Else Show Choices: Conversation A, Conversation B, Cutscene When [Conversation A] Jump to Label: Conversation A When [Conversation B] Jump to Label: Conversation B When [Cutscene] Jump to Label: Cutscene Branch EndElse Condition: Self Switch B is ON Show Choices: Conversation A, Conversation B, Take Key When [Conversation A] Jump to Label: Conversation A When [Conversation B] Jump to Label: Conversation B When [Take Key] Jump to Label: Take Key Else Show Choices: Conversation A, Conversation B, Take Key, Cutscene When [Conversation A] Jump to Label: Conversation A When [Conversation B] Jump to Label: Conversation B When [Take Key] Jump to Label: Take Key When [Cutscene] Jump to Label: Cutscene Branch EndBranch EndLabel: Conversation 1... do your conversation 1 stuff hereExit Event ProcessingLabel: Conversation 2... do your converstaion 2 stuff hereExit Event ProcessingLabel: Take KeyControl Self Switches: A = ON... give key and do stuff hereExit Event ProcessingLabel: Show CutsceneControl Self Switches: B = ON... show cutscene and do stuff hereExit Event Processing
So this will determine what choices will be shown, depending on what self switches are on - you could have either A and B are both off, A is on but B is off, A is off but B is on, A and B are both on - so 4 possibilities.

The choices then go to labels, because you don't want to repeat your event commands over and over.

For the key and cutscene choices, the appropriate self switches are turned on so those choices will never be shown again.

Processing is exited to stop non-selected choices happening.

If you don't mind using scripts, Tsukihime also wrote a 'more choices' script (I THINK that's what he called it) that will let you apply a condition to the choices. It might be worth taking a look for that, if you find the above too complicated.
 
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GrandmaDeb

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Okay, here is the best I can understand of what you are trying to do:

You want several options : lets say there are four.

First option is unlimited

second option is unlimited

third option can only occur once

fourth option can only occur once

****************************************

Create two switches

name one third_option_was_selected

name one fourth_option_was_selected

*********************************************

When you create the conditional event for the four conditions, add the switch conditions to the third and fourth options.

**********************************************

If that doesn't make sense, you just really need more time understanding switches and conditionals, sorry.

Please post screenies of your events.

Thanks and good luck! =D It really is fun to work this stuff out!

******edit****

lol ninja'd this time by Shaz!
 
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