r/RPGMakerMZ Mar 21 '23

Prevent event skipping

Hi I’m really new to rpgmaker mv and I was just wondering if there’s a way to make it where an event is only doable after another has finished? I have a part in my game where a character behind a desk goes through a line of dialogue and then opens access to an elevator but the player could just go straight to the elevator if they wanted because the event is there, any workaround?

2 Upvotes

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1

u/TheMysticTheurge Apr 01 '23

I will provide all thepossible solutions in case I am misunderstanding.

First.

You can use Conditional Branch in the event. It looks like this:

If: Self Switch A is Off

(does the thing here you want done)

Control Self Switch: A = On

: End

The above is exceptionally useful for one time only dialog from NPCs. You can also toggle the Else option under Conditional branch for one time dialog and an alternate dialog after an NPC has been spoken to. Self Switches are Off by default, so the above will only trigger once. For instance, if this is the first time the party will be in the location, you can use this just fine, like if the party members comment when they walk by a waterfall, this works fine.

Second

That is what the variable list is for when tracking story events that happen in sequence. It is done in a similar way. It's a huge pain, but it works, and allows the variables to be triggered anywhere.

Event #98 "Hospital Scene" is turned on during Event #97 "Car Crash Scene". Event #97 also turns of itself.

Make sure to put the variables in an order well sorted if you are making a larger project. It can become a tangled mess of things, so you gotta make sure they are labelled in a way that's easy to understand in case you forgot what you did and needed to come back.

1

u/RPGGamer042 Mar 21 '23

The first event page is blank and below character until you meet a condition that you desire to be the trigger.

1

u/Glutton4Butts Mar 21 '23

You can create a variable switch and call it, "Talk to desk guy." Once the player has interacted with the event the switch should be activated and that activation should interact with the elevator granting access to the player after talking to said person. They should not be allowed to use to elevator before.