So, I'm making a cutscene for this section of the game, but I can't get this part to play and instead it just repeats the script in the 1st image, even with the correct self switch on. Can anyone help with this
If you're trying to create your own starter selection cutscene I would suggest referencing the default pokemon lab map to see how the events work there.
So, with Self-Switches, I don’t think you need the Variable selected, at least not in this instance. The Self-Switch just changes the command lines to the next page and has it run depending on what it’s set to. But I don’t think you actually need the Variable selected, you just need multiple Self-Switches. I could be totally wrong, I use VX Ace like it’s a second job and that’s typically how I handle it.
extremely stupid question on my part but just making sure: picture 1 is page 1 of the same event as page 2, right? and not a different pokeball event for e.g.?
Self switches are - as the name tries to imply - tied to one specific event.
If you toggle Map001 Event001 Self Switch A on, it will only be active for that specific event. The (global) non-self switches can be referenced by any event or script anywhere. For simplicity's sake, they should be your go-to for everything that may affect another event.
You CAN set another event's self switch, but that does require a Script command.
Bonus note: you can click the ? in many UI elements, then click something else in the UI to get a brief explanation of whatever you're currently looking at.
Ah, there's your problem. You misunderstand what self-switches are. Switches are simple: Yes or No, 0 or 1, true or false, on or off. They're the 'simple' version of variables - switches are 0 or 1, variables are 0 or 1 or 2 or 3 etc etc. A switch is "am I smiling or not", a variable is "what expression is my face making".
In RPG Maker XP, we have two types of switches, Global and Self.
'Global' switches (just called Switches in the editor) affect everything. It happens at the top-most level of the game, affecting everything. Every event can read them.
Self-switches are unique to events and cannot be affected by other events without using special code. Event 1's self-switches are not affected by event 2, and vice versa. If I'm stood in a room and you're stood in the next room over, I can make a thumbs up with my hand, but you'll never know it, even though I am now doing something new (self-switch A is now on). If I yell over to you that I've made a thumbs up, you'll hear me and can do your own thumbs up (global switch 1 has been turned on). If I now make a fist instead of a thumbs up, my self-switch changes but your global switch does not.
Self-switches are used for events that either do not need to interact with any others (e.g. picking up an item) or for stages of things like cutscenes where only one event is driving things. It might help to think of it as e.g. Map 1, Event 1, Self-Switch A. Anything on map 2 cannot read that, and any event on Map 1 that isn't Event 1 can't read it either.
Tl;dr, self-switches are limited to one event and not linked in any other way to others. The error with your event is that event 13's self-switch C isn't turned on. Use a global switch or variable to affect events outside of yours - right now, you're setting the Chosen Starter variable, so if you move that to the end of the event and remove Self-Switch C from event 13, it should work now (though I'd make a 'starter chosen' global switch and use that instead, personally) :)
this script that is in first image is: if starter choice equal 1 (in which the starters starts with 0, 1 and 2, so its the second starter) it will pick event and move that one, and it will wait for the completion of move, say that phrase and then will change itself to C - that will make this event's page with C activated to start to run
If you're trying to create your own starter selection cutscene I would suggest referencing the default pokemon lab map to see how the events work there.
Where are you setting the starter choice to 1? From what you are showing, that is my best guess.
i've set it to the corresponding grass starter pokeball if that helps
So, with Self-Switches, I don’t think you need the Variable selected, at least not in this instance. The Self-Switch just changes the command lines to the next page and has it run depending on what it’s set to. But I don’t think you actually need the Variable selected, you just need multiple Self-Switches. I could be totally wrong, I use VX Ace like it’s a second job and that’s typically how I handle it.
extremely stupid question on my part but just making sure: picture 1 is page 1 of the same event as page 2, right? and not a different pokeball event for e.g.?
they are seperate events, but i've *tried* to link them using the self switch
Self switches are - as the name tries to imply - tied to one specific event.
If you toggle Map001 Event001 Self Switch A on, it will only be active for that specific event. The (global) non-self switches can be referenced by any event or script anywhere. For simplicity's sake, they should be your go-to for everything that may affect another event.
You CAN set another event's self switch, but that does require a Script command.
Bonus note: you can click the ? in many UI elements, then click something else in the UI to get a brief explanation of whatever you're currently looking at.
Ah, there's your problem. You misunderstand what self-switches are. Switches are simple: Yes or No, 0 or 1, true or false, on or off. They're the 'simple' version of variables - switches are 0 or 1, variables are 0 or 1 or 2 or 3 etc etc. A switch is "am I smiling or not", a variable is "what expression is my face making".
In RPG Maker XP, we have two types of switches, Global and Self.
'Global' switches (just called Switches in the editor) affect everything. It happens at the top-most level of the game, affecting everything. Every event can read them.
Self-switches are unique to events and cannot be affected by other events without using special code. Event 1's self-switches are not affected by event 2, and vice versa. If I'm stood in a room and you're stood in the next room over, I can make a thumbs up with my hand, but you'll never know it, even though I am now doing something new (self-switch A is now on). If I yell over to you that I've made a thumbs up, you'll hear me and can do your own thumbs up (global switch 1 has been turned on). If I now make a fist instead of a thumbs up, my self-switch changes but your global switch does not.
Self-switches are used for events that either do not need to interact with any others (e.g. picking up an item) or for stages of things like cutscenes where only one event is driving things. It might help to think of it as e.g. Map 1, Event 1, Self-Switch A. Anything on map 2 cannot read that, and any event on Map 1 that isn't Event 1 can't read it either.
Tl;dr, self-switches are limited to one event and not linked in any other way to others. The error with your event is that event 13's self-switch C isn't turned on. Use a global switch or variable to affect events outside of yours - right now, you're setting the Chosen Starter variable, so if you move that to the end of the event and remove Self-Switch C from event 13, it should work now (though I'd make a 'starter chosen' global switch and use that instead, personally) :)
Ah, I see now, thanks so much!
this script that is in first image is: if starter choice equal 1 (in which the starters starts with 0, 1 and 2, so its the second starter) it will pick event and move that one, and it will wait for the completion of move, say that phrase and then will change itself to C - that will make this event's page with C activated to start to run