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Switches Repeating After erased!!

I need help..

I'm making elaborate switches for certain scenes and they work fine BUT once i leave the map (out a door back in it) and return the scripts all run in reverse and the players and events that I did erase event too are all back??


What am I doing Wrong?
 
I read that after I posted...

I thought erase event was permanent.

I finally fixed it though I used a variable out side the door to the new map to turn on the characters inside +1

then made all characters that leave in teh convo only appear if the varable is 1 or higher.
Then I made a new parallel event inside to activate by a switch after the conversation was over (convoover)
When it switched on it subtracted the counter -2 so those 3 characters didn't show up again when I left the room and re-entered and turned off all the switches I had turned on.

Was a brain teaser but I'm happy I figured it out =)
 
Well.. you know you could achieve the same effect with no variables and no Parallel Processes (other than the conversation event, although it's most likely on Autorun).

You just need to create a new, blank page for every character and select a Condition switch. Now in the Autorun/PP event that's processing the cutscene/conversation, at the very end turn on that switch rather than doing the Control Variables. Remember to also create a new page with a condition in the conversation event to prevent that from repeating too.
 
Yeah I did that for allot of other cut scenes the thing that made this one different was three characters left the map during the convo. I didn’t want them to be there if I left the room and re entered. So the variables stopped that.

Edit: Spelling
 
Couldn't you have simply given the 3 characters a new event page with the same Condition switch?
And when you wanted them to "disappear", just use a "Set Move Route: Change Graphic: (None)".

Of course, this is all preference. It's a good idea to use variables in cutscenes where you're constantly transferring to and from maps. But if the scene is entirely done in one map, there's no point to waste a variable when a switch can easily cover it too.
 

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