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PostPosted: December 10th, 2007, 2:29 pm 
Rank 6: Potent White Mage Rank 6: Potent White Mage
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Maybe it'd be best to ask this question with an example.

Let's say I have an event, page 1 nothing. Page 2 has the condition of switch 2 being on, and page 3 has the condition of having switch 3 on. Now if both switches are on, which event page is used?

And a question about switching memory cards: I remember reading that when cards are switched, all switched remain on or off as they previously were. Does the same apply to items?

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PostPosted: December 10th, 2007, 4:57 pm 
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Wouldn't it be possible to on page 3 have a condition where switch 2 is turned off, while 3 is on, and then when switch 3 is turned on in another event, switch 2 is also turned off.

As for items, I have no idea.

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PostPosted: December 10th, 2007, 6:06 pm 
Rank 6: Potent White Mage Rank 6: Potent White Mage
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If my memory does not fail me, the game checks for conditions seeing the last event page first. In your example, I think that if both switches were on, the last page would come out, i.e. for switch 3.

As for switching memory cards, I'm sorry, I don't know.


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PostPosted: December 15th, 2007, 4:16 pm 
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It would be the Second page becuse it alwya goes with whatever one is first.

I suppose it would work for Items.


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PostPosted: December 16th, 2007, 5:22 pm 
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ive done extensive testing with this since many of my events are brutal and require multiple pages so the answer is the last page that most exemplifies the conditions. all conditions must be met for a page to activate. it will check the last page in the sequence first to see if it meets the requirements then moves down the page numbers until a page is activated. if none of the conditions are met then the first page is activated since its the "else if" command in bullion logic. best way to shut a sequence down is to have a page at the very end with a switch to keep it off, that way you can control the rest of the event conditions (to prevent minigames from activating and so on).

when you swap a card:

if its scenario data then all the treasure you activated is reset and you can open it again in the new scenario data providing the treasure events are still where they originally where found (duplicate data). all levels, items, money, and switches that where gained/activated in the last event will be carried over to the new scenario data. rpg maker has an event to load the new scenario data so no special trick needed.

things get interesting when you want to switch to a new system data. first you must make sure the name for the system data is the same as the last system data, i think the scenario data also must be the same name but im not positive. if you had a magic in the last system and remove it from the space in the new system your character will still retain it with the same stats but will be called new magic or something and will have no graphic. the same goes for items. once magic/s attacks is learned you cant remove it (maybe its only s attacks) so dont delete it in the new system data. also make sure you remove all items that you will delete in the new system else you will run into a similar problem. you can switch the character, monster, and title sprites added to the game in the new system, but events that used those previous sprites will continue to use them, even if the spite doesnt exist. this isnt to say that you can get additional sprites, but to say that a sprite on the old system data will be replaced with the new sprite on the system data, or replaced with nothing if no sprite is added. to get a second system data switch have the player save the game and have them turn off the game, reload the game using the new system data.

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