The event in question is suppose to turn invisible once you reach redgoodness -400 (I see that I could probably change that number as it is awful high.)
So I might be misunderstanding still, but wouldn't you want the event to be disappear when your redgoodness is <= -400, not >= -400?
The trick is that there is no event page condition for less than, only greater than. So you would have to change how your alignment system is tracked to make this work correctly. Some possibilities:
- Make it check your alignment and set switches. I'd put this into a centralized common event, then when you want to change it, you set a variable and call the common event. So the event would do something like
Code:
Control Variable -> redgoodness + alignmentChangeAmountVariable
Conditional Branch -> redgoodness >= 400
Control Switch -> redIsGood -> On
Control Switch -> redIsBad -> Off
else
Conditional Branch -> redgoodness <= -400
Control Switch -> redIsBad -> On
Control Switch -> redIsGood -> Off
and you could add more checks in between the values, if say from -200 to 200 he's neither good nor bad, whatever. Then all of your map events related to alignment would just check for those switches to be on.
- Change your alignment scale so it's all positive values. If it goes from -400 to 400 now, make it go from 0 to 800, and they start the game at 400. That makes all of your math and existing events work just the same, but you can order your event pages to check the conditions properly.
- Use two variables to check for good and bad, instead of one variable that goes into negatives. That way, your condition for this event page would be redbadness>=400