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PostPosted: July 2nd, 2007, 1:25 am 
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So good news, Werewolf is working perfectly...bad news, theres at least one slight bug and im having probs with variables.

Whenever I enter a new area at night as a Werewolf it automatically and always Displays my event message "you become a werewolf" , even tho I am already a wolf and the event had already executed once...but this could be a conflict with another event im trying to fix. I want a battle to start in my prologue, i set a auto event up with a battle command, however I dont want it to run everytime I enter the area so I set a variable command to add 100 to var 10, and a lesser than 100 on var 10 will run the event... this is not working at all, the event runs every single time no matter what I do, even switching to mode 2 and telling it to end event isnt fixing the issue.

any advice?


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PostPosted: July 2nd, 2007, 2:36 am 
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Joined: July 10th, 2006, 8:24 pm

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Okay, here's what we can do for Mr. Wolf. I should've seen this problem
earlier. What's happening is, we've got an auto-event in every location
where you can go that detects "night" and does the transformation.
Right? So you're in Area 1, and it becomes night time. Area 1's auto-
event detects that it's night and runs the code for the transformation. If
you leave Area 1 and go into Area 2 while it's still night time, Area 2's
auto-event will detect that it is indeed night and redundantly run the code.

Here's what we can do. Use a variable that says which form our hero is.
0=human
1=wolf

You're gonna have to redo all your auto-events. Copy and paste the
transformation code into a Val Condition Branch that checks the variable.
Basically, what we need to do here is as follows:

If time=night and character=human then transform him to wolf
If time=morning and character=wolf then transform him to human

If time=night and character=wolf, then nothing should happen.
Same goes for if time=morning and character=human.

In the "nothing happens" part of the Val Condition Branch, you should still
have it switch to a different mode. Like, if Mode 1 detects "night", we'll
want to switch it to Mode 2, which detects "morning".

As for the auto-event with the battle at game start, you don't need to use
a variable. If the event is only supposed to happen once during the entire
game, just have it "display off" itself. Events that are "displayed off" will
not activate (the same is true for touch and button events).

What's probably going wrong with the variable is that you've got it set
on "lesser than or equal to" 100. Also, for this type of situation, you don't
need such a high number. For Option 1, use "variable is equal to zero".
For Option 2, use "variable is equal to 1". To change the situation so that
Option 2 runs, just add 1 to the variable or modify it so it =1.

All variables have a default value of zero at game start.


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PostPosted: July 2nd, 2007, 11:56 am 
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FYI, you could've posted this in your other werewolf topic. Please try not to clutter the board. Thank you. :)

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PostPosted: July 2nd, 2007, 10:52 pm 
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Joined: June 30th, 2007, 11:51 pm

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Draygone wrote:
FYI, you could've posted this in your other werewolf topic. Please try not to clutter the board. Thank you. :)


my apologies, I didnt mean to clutter the board, I will try to keep it in one topic


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PostPosted: July 3rd, 2007, 12:54 am 
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Crythania wrote:
Okay, here's what we can do for Mr. Wolf. I should've seen this problem
earlier. What's happening is, we've got an auto-event in every location
where you can go that detects "night" and does the transformation.
Right? So you're in Area 1, and it becomes night time. Area 1's auto-
event detects that it's night and runs the code for the transformation. If
you leave Area 1 and go into Area 2 while it's still night time, Area 2's
auto-event will detect that it is indeed night and redundantly run the code.

Here's what we can do. Use a variable that says which form our hero is.
0=human
1=wolf

You're gonna have to redo all your auto-events. Copy and paste the
transformation code into a Val Condition Branch that checks the variable.
Basically, what we need to do here is as follows:

If time=night and character=human then transform him to wolf
If time=morning and character=wolf then transform him to human

If time=night and character=wolf, then nothing should happen.
Same goes for if time=morning and character=human.

In the "nothing happens" part of the Val Condition Branch, you should still
have it switch to a different mode. Like, if Mode 1 detects "night", we'll
want to switch it to Mode 2, which detects "morning".

As for the auto-event with the battle at game start, you don't need to use
a variable. If the event is only supposed to happen once during the entire
game, just have it "display off" itself. Events that are "displayed off" will
not activate (the same is true for touch and button events).

What's probably going wrong with the variable is that you've got it set
on "lesser than or equal to" 100. Also, for this type of situation, you don't
need such a high number. For Option 1, use "variable is equal to zero".
For Option 2, use "variable is equal to 1". To change the situation so that
Option 2 runs, just add 1 to the variable or modify it so it =1.

All variables have a default value of zero at game start.


thanks for all your help, much appreciated... as for the start event, I couldnt get it to work properly with display off, it still kept looping but setting a variable of equal to or less then 0 then increasing the value by 1 for the map variables, it worked finally.. lol and I was so afraid to touch variables before this. again thanks for all your help.


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PostPosted: July 7th, 2007, 9:49 pm 
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Joined: June 30th, 2007, 11:51 pm

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Crythania wrote:
Okay, here's what we can do for Mr. Wolf. I should've seen this problem
earlier. What's happening is, we've got an auto-event in every location
where you can go that detects "night" and does the transformation.
Right? So you're in Area 1, and it becomes night time. Area 1's auto-
event detects that it's night and runs the code for the transformation. If
you leave Area 1 and go into Area 2 while it's still night time, Area 2's
auto-event will detect that it is indeed night and redundantly run the code.

Here's what we can do. Use a variable that says which form our hero is.
0=human
1=wolf

You're gonna have to redo all your auto-events. Copy and paste the
transformation code into a Val Condition Branch that checks the variable.
Basically, what we need to do here is as follows:

If time=night and character=human then transform him to wolf
If time=morning and character=wolf then transform him to human

If time=night and character=wolf, then nothing should happen.
Same goes for if time=morning and character=human.

In the "nothing happens" part of the Val Condition Branch, you should still
have it switch to a different mode. Like, if Mode 1 detects "night", we'll
want to switch it to Mode 2, which detects "morning".

As for the auto-event with the battle at game start, you don't need to use
a variable. If the event is only supposed to happen once during the entire
game, just have it "display off" itself. Events that are "displayed off" will
not activate (the same is true for touch and button events).

What's probably going wrong with the variable is that you've got it set
on "lesser than or equal to" 100. Also, for this type of situation, you don't
need such a high number. For Option 1, use "variable is equal to zero".
For Option 2, use "variable is equal to 1". To change the situation so that
Option 2 runs, just add 1 to the variable or modify it so it =1.

All variables have a default value of zero at game start.


Ok got the beginning event all set, thanks for the help there, however this whole idea of the val condition branch isnt working for me. as you know it allows a set of conditions on 1 variable only, so ex

if human = 0 then blah
or
=1 then.

so since characters would always have that number assigned to them anyways, this event will always happen. I tried thinking about a way to maybe make it work with shared variables, but that was also a bit confusing. Manual was no help in this instance.. I am going to continue on with the game without sitting stuck on this prob, but hopefully i can come back to this when its figured out. but I would like to say again thanks for all the help, I couldnt have got this far without ya.


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PostPosted: July 8th, 2007, 10:06 am 
Rank 3: Studying Black Mage Rank 3: Studying Black Mage
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Joined: July 10th, 2006, 8:24 pm

Posts: 914
You only need one shared variable. It tells the computer which form the
guy is.

Auto-event - Condition "Night" (if time=night then this event will run)
Val Condition Branch - 2 Options
. Option 1 - Variable = 0 (human)
. [run transformation to wolf code]
. Modify Variable so it = 1
. End Event
. Option 2 - Variable = 1 (wolf)
. End Event

Auto-event - Condition "Morning" (if time=morning then this event will run)
Val Condition Branch - 2 Options
. Option 1 - Variable = 1 (wolf)
. [run transformation to human code]
. Modify Variable so it = 0
. End Event
. Option 2 - Variable = 0 (human)
. End Event

Your game should start during the default of morning with a human
character. When it becomes night, the condition for the "night event" will
be met, and the event will run. It'll transform him into a wolf, set the
variable so it =1 (he's a wolf), and end. If you go into a different area
while it's still night, that area's auto-event (a carbon copy of the one from
the first area) will detect that it's night and run the event. Since the guy is
already a wolf, the variable =1, so the event doesn't do anything and just
ends.

The morning event works in similar fashion.


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PostPosted: July 13th, 2007, 1:50 am 
Rank 0: Magonian Apprentice
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Joined: June 30th, 2007, 11:51 pm

Posts: 19
Crythania wrote:
You only need one shared variable. It tells the computer which form the
guy is.

Auto-event - Condition "Night" (if time=night then this event will run)
Val Condition Branch - 2 Options
. Option 1 - Variable = 0 (human)
. [run transformation to wolf code]
. Modify Variable so it = 1
. End Event
. Option 2 - Variable = 1 (wolf)
. End Event

Auto-event - Condition "Morning" (if time=morning then this event will run)
Val Condition Branch - 2 Options
. Option 1 - Variable = 1 (wolf)
. [run transformation to human code]
. Modify Variable so it = 0
. End Event
. Option 2 - Variable = 0 (human)
. End Event

Your game should start during the default of morning with a human
character. When it becomes night, the condition for the "night event" will
be met, and the event will run. It'll transform him into a wolf, set the
variable so it =1 (he's a wolf), and end. If you go into a different area
while it's still night, that area's auto-event (a carbon copy of the one from
the first area) will detect that it's night and run the event. Since the guy is
already a wolf, the variable =1, so the event doesn't do anything and just
ends.

The morning event works in similar fashion.


Genius, shere genius... Why didn't I think of this, Yet another use for Variables. now life can move on in my game lol. This should be a pretty fun story all things considering, now once i get the stat balances down so the battles dont last 100 years, ill be good. but I think thats all experimentation on the numbers :)


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