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- 1 switch = 2 states (on or off)
- 2 switches = 4 states
- 3 switches = 8 states
- 4 switches = 16 states
Since you seem to mention page conditions: I would only recommend using separate event pages if you want the event's behaviour or appearance to change and remain changed even if the player leaves the map. Otherwise you can use a single page with Conditional Branch commands. One possible setup with two self-switches:Thanks that helps.
A couple more notes:
Note that variables, unlike self-switches, are not per-event. Otherwise: yes, a variable would be ideal for a long, non-branching conversation~
Also, to emphasise what I said earlier, having multiple event pages when you could use Conditional Branch commands instead can cause unnecessary problems:
- Every frame that a page condition changes (e.g. any switch is turned on/off) all events on the map check their page conditions and change page if appropriate.
- This can cause an increase in CPU usage, particularly if you frequently change potential page conditions and the map has a lot of multi-page events.
- Every time an event changes page, most of its properties (image, direction, move route, move speed/frequency, through, direction fix, etc) reset to those for that page (cf Game_Event#setupPageSettings).
- This can interfere with event behaviour if you don't plan for it.
Multiple pages are necessary for some things but it's usually better not to use them if you have the option. ^-^'When changes after a quest are so big, that they chance multiple things on a not so large map, I find it easer to just make a copy of that map. One before, and one after. In this case the condition will not be in the event itself, but event on the previous map that brings your to this map.
Like this:
Lets say we have 1 switch, called "We did it!" which get flipped when we defeat the boss.
We have 2 tavern maps: 1 regular, which is active before the battle and 1 where everyone is celebrating your victory, active after the battle.
Then the transfer should look like this:
This way I only have to make 1 condition, which affects the whole map.
NOTE: If you are already on the map where the change should take place, then you should transfer to the new map, at the moment you achieve the goal.
Oh! One more question you made me think of!
If: Win
If: Lose
Where do I find this option? I was looking for it, but for the life of me I couldn't find it, but maybe it was labelled as something else?
Oooh, self-variables sound really nice and really just what I want for fun little side events without cluttering up the variable switch chart. (Which is originally why I was curious about recycling self-switches.)
I've been working on getting the fundamentals down so I haven't looked into plug ins yet. Sounds like the sky is the limit!
You can just use a script call to change a self switch of a specific event, you don't need a plugin:
n is map id, e is event id.