Jump to content
  • 0

Question About event/Logic Flow and pages



Currently i am working on an event that uses Player Switches and Multiple pages of event processes but, the problem i seem to be having is the Event Flow/Logic does not want to give me any bit of an inch to work around. I have looked around the forums and have even downloaded a handy guide by one of the users in the forum (Will give name later Sorry..)

Yet i am still stuck and scratching my head. 


Now lets get into it:


Currently my Event/Logic Flow looks like this so Far:



Various Items are given to the player in this event and then you are given the option for a quest (Choosing the correct path of course)





This seems to all work fine until I add the Starter Switch into the Event/Logic Flow and Add in the Spawn/Execution Condition:




Everything is supposed to be blank like this so the event will despawn (Because you obtained the remains from the ground)

*Also Page two is blank entirely the other screenshots were from earlier attempts below this one, I was a little lazy and didn't want to go back and re screen cap and file host over and over again.* 






The End result is unfortunately the event become uninteractable But it has despawned as desired



so... What do i do now is the question and i could use the Help on this one.

I hope this is organized enough and shows enough to give you a idea of what i am dealing with.


Your Friend an Fellow Gamer/Maker,


Link to comment
Share on other sites

2 answers to this question

Recommended Posts

  • 0

I don't think you need a Page 2.


All you would need.. if I understand correctly... is a switch to check and see if the remains were gathered. It's important to note that switches are false by default.


So basically when you get the remains you set the switch to true.


And you make the spawn condition for Page 1 to that it's spawn condition is the switch is false.



 Switch is false so page spawns.

 You get the remains, and the switch changes to true.

 Event despawns and will not spawn again because the switch is true.

Link to comment
Share on other sites

  • 0

I didn't know they were automatically set to false, so i learned something new today!


Its good to know that the switches are false, now I can use multiple pages and commands to make the event as desired!


~EX: [Page one] spawn condition set to 'False'

code possible before interaction event

"The stones seem to move when i'm not looking"


[Page Two] Spawn condition set to 'True'

Code after a possible Quest Start or Item helps seeing certain monsters

"You use the ring of stealth and begin to see the rock move and take shape"

Rock-slab Crab(s) Spawn~


everything went perfect an i have a better grasp on the Event\Logic Flow.


You are a Saint JC, thank you again for the quick response.

Link to comment
Share on other sites

  • Create New...