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2 Events with Map Tile Grafik.Now u can use Selfswitches or Erase Event if shall be there again after Map Teleport.
If u want the complicated way with 2 Events than u have to Use normal Switches to Change both Events Eventpage to the Second Eventpage that has the Trigger as Condition.
With Page Changing u can have the Grafik Changed even if u Teleport to another Map and back again.
I will try the event change idea as well because I'm quite new to events and would like to learn a bit more about variables and conditions.
I have the bottom of the tree activatable which then sets control switch to, 'chop tree' which is the switch I made that makes the other event, top of the tree graphic disappear.
But when I chop one tree down, it takes the tops off all the trees in the area. Do I need to make a separate control switch for each tree? ie, 'chop tree 1', 'chop tree 2', etc.
Thank you again for you guys' help.
Depending on your implementation, it might be better to have the activated event flip a self switch on the tree in question. That self switch would trigger a second event page that has the chopped down appearance instead. If you have additional animations and/or appearances prior to going Tree -> stump, just have them happen before you flip the switch. And since you use a self switch instead of global variables or switches, the effect will only be on the one tree and should stay that way for good (unless you implement something that regrows/undoes the tree later).
Hope that helps.
Self Switches are only for the executing Event. Only thing where it is not so is if u use RGSS3 commands and Selfswitches.
But as beginner he should use a Global Switch for every Tree or he should make his trees right and Import them as Char grafiks.
Thank you very much for the help. :)
But yes, if you have to use more than one event for it, a global switch or variable for each tree would be required afaik. I just don't like the idea of using too many repetive globals if there's a better alternative, but whatever works for you.
Thinking about it, there might be a way to have it so the one event is affected, and the adjacent events somehow notice when the base event is changed and respond accordingly. That way, they all could rely on their own self switches instead of having a lot of globals (and you could easily copy/paste the result to make more). Whether or not it would be a good idea to implement in that fashion depends on how many trees you want to make and how easy it is to make events trigger adjacent events like that (haven't tried it myself, but might be doable with event touches or something).