Another thing I need help with!

Benny Jackdaw

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This time I'm not even sure what I'm doing wrong.

There's a feature that allows you to turn into a giant monster in battle. This feature removes your entire team. Fortunately there are switches that turn on when you obtain a character, and events in each room that use those switches to restore your team after a battle in which you have used this feature. ...But I'm having problems with removing characters.

Each character can be recruited at a home base, and each has their own room with a bed. If you have too many characters and try to recruit a fifth, a member will tell you to go to another character's bed to remove them. I have events put on the beds that are SUPPOSED to allow you to remove them, with each event having the sub-event to remove characters in the first box, and an event that tells you you do not have a character in the second. ...Except every time I click on these events, whether I have the character or not, it tells me that member is not in my team, going to the second event even if all the parameters for the first one are met. What am I doing wrong?
 

Andar

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please post screenshots of your events - we can't tell you what you did wrong without seeing what you did.
 

Andar

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I can't say for sure because I don't use this maker, but in all later makers there was always "higher page number = higher priority".
Since the second page has no condition, that page would always be active and the first page always ignored.
Try changing the order of both pages
 

CleanWater

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I can't say for sure because I don't use this maker, but in all later makers there was always "higher page number = higher priority".
Since the second page has no condition, that page would always be active and the first page always ignored.
Try changing the order of both pages
That's the same for old makers. You must put the page with conditions later, because the last page always have priority on events. So, if the last page doesn't have any conditions to be met, it always will be active.
 

Benny Jackdaw

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I could make a new topic, but it's kind of a similar deal with a different situation.

With the ability to turn into giant versions of the characters, other characters go away and are supposed to come back after the fight. In each room with enemies, there are a series of events that are supposed to bring all the right characters back. A bunch of events at the top of the screen each requiring an event triggered by whoever the leader is (Selectable at the start of the game and any time in the home base) and an event triggered by the transformation. Below it are events with triggers based on who was in the party before the transformation and the transformation, and finally to the right of all of those is an event that turns off the giant switch and gets rid of desperation moves. ...However, while the other switches work, the switches that are supposed to bring back the leader don't work, and I don't know what I'm doing wrong. Every one of the events is triggered by Parallel Event.
 

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Man, can you post more screenshots. It's a bit hard to understand the issue this time.
 

Benny Jackdaw

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Shows the events and switches I'm working with.
 

CleanWater

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Did you checked if you are turning ON/OFF the switches correctly? In both battle events and map events?
 

Benny Jackdaw

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Yes.

From what I can tell, the events that need the leader switches activate last. But I tried adding a new switch to make the event for the shutoff turn off AFTER the leader switches, but for some reason the leader switches and the GG switch don't work in the same event. I'm not sure why? The only thing I can do is make the leader events work with only the leader switch and not the GG switch, but it still adds all the characters first while the leader gets last, which I'll settle for if there's no way to get the leader to the front, but I'd rather get the leader in front.

Does the number of the event matter?
 

CleanWater

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No, but you need to check if both switches are activated to make the event work. That's why I asked if you checked everything twice. Most of times, we slip on minimal details and didn't notice it.
 

Benny Jackdaw

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Again, yes. I made sure both switches were on.
 

Benny Jackdaw

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For some reason, events that require the leader switches (or at the very least Titi Leads, the one I tested) and another switch don't work. There's an area where you have to save hostages, and they appear in battle as creature you're NOT supposed to hurt, and stop you from using all-effecting moves. When the other monsters are gone, a switch turns on depending on whether the hostages have been hurt or not, then it's SUPPOSED to go to an event where the lead talks to the hostages that were saved with dialogue depending how the fight went. ...but the events don't activate for some reason.
 

Benny Jackdaw

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There must be something I'm doing wrong. Is there a cap for how many switches can be active? Is there a debug mode I can use to scope-out the problem?
 

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There must be something I'm doing wrong. Is there a cap for how many switches can be active? Is there a debug mode I can use to scope-out the problem?
I know no cap for switches, at least never heard of it and never faced something similar. But there's a debug for switches/variables. In-game you press F9. You can see all switches who where activated or not, and manually turn it ON/OFF or change any variable value.
 

Benny Jackdaw

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I checked and the switches I needed are on.

It makes no sense. Maybe the pirated program is buggy? I'm hoping once I get the official version it won't be a problem.
 

Benny Jackdaw

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From what I can tell, the order the events were placed in the room does matter, as later-placed events will activate later from my tests. Since I added the Titi addition switches after everything else, another event shut off the switch needed for those to works, so I had to go through and clean those up. ...But that still doesn't explain why the leader switches didn't work before. I had to simplify them to get them to work, but now the leaders go into the back. ...Oh wait, I know how I can fix that, but it still didn't explain what was wrong before.
 

CleanWater

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You are in the right track. You are eliminating possible issues step-by-step. Try changing order of things to see the ending results.

...But that still doesn't explain why the leader switches didn't work before.
Sometimes trying to understand the "whys and hows" of programming only serves to make you waste time.
I personally follow this motto: "If it's working fine, no problem! ^_^ "
 

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