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?
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.
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.
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.
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.
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.
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.
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
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