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Author Topic: More than one saying  (Read 2014 times)

Offline evmaster

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More than one saying
« on: June 02, 2007, 08:57:14 PM »
I have a char you can kinda annoy. I made 4 switches, 4 pages, and I assumed it would work out. I was trying this. Say option 1 trigger switch 2 go to page 2. Choose option 2 trigger switch 3 go to page 3. And so on. But it doesn't work. I know how to do the monster and treasure chest switch. But it won't work. Does having 2 switches on on  the same page where one is under choice 1 and the other 2? Thnaks in advanced, you gys are the best. :)
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Offline Dragonium

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« Reply #1 on: June 02, 2007, 09:09:17 PM »
Well, the order of your Switches is important.

Say you have 1 switch to go to the next page, and 1 switch to give, say, a Potion, and you used this setup:

1. Whatever goes in the event, ie. text.
2. Switch ON: GoToNextPage
3. Switch ON: GivePotion

Then the first switch would work and switch on, but the second wouldn't, and would stay off. This is because the first switch makes the event jump to the second page, BEFORE the second switch has had time to take effect.

I think you'll find that that's your problem. ALWAYS make sure the switch to take the event to the next page is the LAST on that page.

Good luck.
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Offline Moosetroop11

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« Reply #2 on: June 02, 2007, 09:55:46 PM »
A great way to do this is using variable options. Say you wanted to be able to keep talking to the same person, who would say the same thing until, on the fifth time you talk to them, they snap and yell STOP TALKING TO ME!

So, make a variable called 'annoy', and on the first page put [variable 'annoy' +1] and whatever talking you want.

Then make the second page [if variable 'annoy' = 4] and put the STOP TALKING TO ME! message.

If you want them to say something different each time, just make each page need the variable to be equal to one more and make it +1 the variable at the end of every page.

Erm, that kinda make sense? 0_o
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Offline Dragonium

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« Reply #3 on: June 02, 2007, 10:16:56 PM »
Use Jim's method. It wins hands down.

On an off-topic note, Jim will you please get your arse on MSN.
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Offline Dragoon de Sol

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« Reply #4 on: June 03, 2007, 02:26:23 AM »
There's also another way to do it.


Make a variable called NPCtalking.

When you talk to the character, have the variable be equal to a number between one and four.

Then have a condition branch, each with a branch condition, and each branch within another's Else Branch. In each one,  Have a different message.

Like below.


Variable [NPCtalking] 1-4
Branch if [NPCtalking] = 1
Message: Hiya
Else
>Branch if [NPCtalking] = 2
>Message: Yo
>Else
>>Branch if [NPCtalking] = 3
>>Message: Sup?
>>Else
>>>Branch if [NPCtalking] = 4
>>>Message: How goes it?
>>>Else
>>>
>>>END
>>END
>END
END
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