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I'm a little confused about creating a big event...

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I'm trying to make a heavily scripted event. Where for a bit the character doesn't have control, I want people walking around talking, and stuff like that. I understand switches and variables, but not 100% sure about what I want to do.

Will I just have to make a whole bunch of tabs with multiple events starting with 1 switch?

I think I get how to do it, but I guess I am wondering if there is an 'easier' way, I hate doing things the hard way.

I just got the program today, so I'm not very fluent in the program. But I have already programed an event with options in options, 2 different actions running off of 1 switch. The like.

So, I know 'how' to do what I want, but it seems very long and clunky of a way to do it. So I am wondering it there is any 'easier' ways to do it?

GT Ranma
XOXOXOX

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It's easiest if you keep it within one event. The event can have many tabs if necessary, and you can use switches to make other events disappear.

The only other events present should not contain any controls in them, only empty; ie; a Soldier.

Make sure you name EVERY event you make, else you will get confused easy.
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Thank you, I guess I'll try to do that ^__^

Hrmm, what does the 'case' command line do? O_o A rpg I am looking at uses them A LOT, but I can't fathom as to what they do :p

I prolly am going to have to use them, as I want to get a little, um, excessive with my variables in this one scene :p
GT Ranma
XOXOXOX

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Case? Again from Memory, I do believe that is like the if statement. You can have it set so if a Variable = 276 something will happen, or anything specific like that. You could use it to ensure your character never drops below 50hp, if you were doing a tutorial battle say.

Again, this is from memory. Just try it, see what it does :P
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Sooo, if I have a
"
CASE:
<> FORK: Variable:
"
then it will act as an if/then? Will the first CASE then be the Default that it selects if it does not apply to any of the other ones?
GT Ranma
XOXOXOX