Bladder System with Common Events?

Asip

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Hey guys and gals, I am currently creating a game and I can't seem to get my bladder system I am trying to implement to work. Basically when you eat or drink I have it where one of the things the item does it Common Event [bladder] the event should then add +1 to Luck since I have a script basically disabling luck from having really any game purpose. Once you reach 20(and it tiers till you start taking periodic damage) you should receive a message saying you probably should go to the bathroom. However when I drink the water bottle I made just to test this it does not do anything what so ever. What could my issue be? I have a Variable set in the first Common Event as Bladder = []'s Luck but yeah, I am not sure what I could do. 
 

Neon Black

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Oh god, decided to look at this right when my own bladder is about to burst.

In any case can you screen cap the item and the common event? We might be able to spot an issue.
 

Wavelength

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"What?  Your luck stat is really high?  You need to just go find the nearest bush and pee in it!  Right now!"

"Well, okay but--"

"I said NOW!!"

When you have an event that seems to be doing nothing, the best way to test it is often to add a test message (that displays a variable, if necessary) after every step, and see which messages do and don't display.  That will help you narrow down where the problem is.  If you don't see ANY messages (even though your common event starts out with a message), then it means that the food/drink items might not have the Common Event set to run when consumed.

If you still can't figure out what's wrong, take screenshots that show us the food/drink item setup, the Common Events' setup, etc.
 
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Engr. Adiktuzmiko

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Which version of Ace are you using? If I recall correctly, on the older versions of Ace, there is a problem with that variable setting which causes any try to set a variable to be equal to an actor's params doesn't work...

You could always just use this script call instead (Set Variable, script option)

$game_actors[ID].lukAlso, you would set it right before you test it. If you do something like this

Code:
Control Variable 001: $game_actors[1].lukChange Params: Add 1 to Actor 1 LUKShow Text: \V[1]
This will show the original value of LUK instead of having the +1 since variables take the value, not the address. So it will only be equal to the value of luk at the time that you set it, and will never update no matter how many times you update the actor's luk.For it to work correctly, it would be

Code:
Change Params: Add 1 to Actor 1 LUKControl Variable 001: $game_actors[1].lukShow Text: \V[1]
 
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Asip

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Alright, here is a couple of pics I took of the things. 

http://gyazo.com/7fb59ad813a639c1c758932f5a561642 - Water bottle

http://gyazo.com/d1aa76a08ff04adeb56a4929f0457f1c - Common Event 1

http://gyazo.com/cc9160d9678077631903bf90213bdfb0 - Bladder Event

 

I hope this does not come across as rude but if this is an actual gameplay mechanic, I will NOT be playing this game.

 
Also I am not forcing the bladder system, yet, on anyway right now my idea is to just have it where If you drink and eat and that sort of things it works but right now it does not slowly add up and make you defecate or anything all over yourself. 
 
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Engr. Adiktuzmiko

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If you read my reply then you already have your answer... You set the variable before you added 1 to the luk and as I said, the variable will only be equal to the value of luk by the time that you set it, it won't update no matter how many times you update luk...

Judging from the structure of common event 1, I take it that you tried to set all those things into variables at one point in time and hoping to use them to track those values without resetting the variables. Sadly, as I explained above and in this post, that doesn't work (for most cases) because the variables only set themselves to the values given at the time of setting, they don't take the address of the values passed into them so they cannot track changes to those values. You will need to set them right when you need them. 

Or use Shaz' Linked Variables scripts which makes variables that you set up on the script to act as pointers that way you could just use your already set-up events.
 
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Heretic86

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Alright, here is a couple of pics I took of the things. 

http://gyazo.com/7fb59ad813a639c1c758932f5a561642 - Water bottle

http://gyazo.com/d1aa76a08ff04adeb56a4929f0457f1c - Common Event 1

http://gyazo.com/cc9160d9678077631903bf90213bdfb0 - Bladder Event

 

 

Also I am not forcing the bladder system, yet, on anyway right now my idea is to just have it where If you drink and eat and that sort of things it works but right now it does not slowly add up and make you defecate or anything all over yourself. 
This was sort of addressed in another thread about Cliches.  If your game happens to ignore this commonality with the world we live in, any who play your game will look at the absense of a Eat / Drink / Bladder / Poo system as an "acceptable break from reality".
 

whitesphere

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Alright, here is a couple of pics I took of the things. 

http://gyazo.com/7fb59ad813a639c1c758932f5a561642 - Water bottle

http://gyazo.com/d1aa76a08ff04adeb56a4929f0457f1c - Common Event 1

http://gyazo.com/cc9160d9678077631903bf90213bdfb0 - Bladder Event

 

 

Also I am not forcing the bladder system, yet, on anyway right now my idea is to just have it where If you drink and eat and that sort of things it works but right now it does not slowly add up and make you defecate or anything all over yourself. 
When you add a feature to a game, it needs to make sense for the story and game.  It's not enough to say "This is realistic/cool/fun for me to implement so it goes in."

The only game where I found a Bladder was part of the game was the Sims, where meeting the Sims various physical needs was a core aspect of gameplay.  And, in the later versions of the Sims, the Sims will automatically take care of these obvious needs without prompting, so even Sims players prefer not to deal with the bladder.

Even if we have a survival-oriented game (say the party was stranded on an island), I can see needing to eat and drink, otherwise you die.  But why as a player would I ever care to manage the character's bladder? 

I can see "If you drink this Potion, you can't use another for an hour or two" Rune Factory does this, and it's an interesting way to balance item usage --- there are powerful items that take a long time to "digest"

And I can see "Drinking certain Potions makes the character literally Drunk"

Keep in mind RPGs are by definition already an abstraction.  So you get to decide what makes it good for the player, not what must be present for "realism."  The ones I mentioned are abstractions which either balance item usage or offer unusual reasons NOT to drink certain Potions.

When going on an epic adventure, the LAST thing I want to be doing is micromanaging a party's bodily functions, or micromanaging all the many little details the party clearly is doing to survive, such as fixing their armor, finding a campsite, finding fresh water, tending to their horses, repairing rips in clothing, sharpening weapons, repairing and making new arrows.   The game would quickly get tedious.  

Yes, it would be more "realistic" but if you have a classic magic-oriented fantasy RPG, what is this "realism" for anyways?  Is casting powerful fireballs to incinerate an army of Goblins realistic?

Now, if I wanted an Oregon Trail type of RPG, I might do the "find fresh water/go hunting" tasks as minigames, but that's a very specific type of survival RPG.  And those minigames would be a part of the core game, since Oregon Trail's entire POINT is to keep a group of settlers alive from Missouri to Oregon.  You're not exploring the countryside and doing an epic quest.    And even Oregon Trail doesn't have bladder needs present.
 
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Heretic86

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Your party has died of dysentery.

Game Over
 

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