Conditional Branch/Simple Switch not working?

Koi

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I've been working with this program for over a week now, getting lots done, and working with conditional branches and switches constantly.

However, I can't seem to get this one to work right, and I don't know what I'm doing wrong.

I have a switch called "Cave2 Tile1," and an event (below characters, player touch) that turns that switch on.

Then, I have another event with a conditional branch set to have the event move when Cave2 Tile1 has been activated.

And yet, nothing. Doesn't move at all.

Other notable parts of the tile event is that I have the option Through checked, and a self-switch to erase the event when it has been activated once.
 

Andar

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with such errors, in most cases the page conditions are mixed up, resulting in the conditional branch never being checked.

Why did you use a conditional branch to check the switch anyway? That kind of events usually works better if you use the event page conditions and have the action trigger on those as soon as the switch is turned.

Please post a screenshot of all event pages, then we can tell you how to change them and why they weren't working.
 
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Koi

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When I just used the switch under conditions, it made the moving event disappear until the switch was activated, and then it still didn't move.

Here's the info for the tile switch:



(The self switch just leads it to erase the event so that it doesn't repeat itself.)

And here's the info for the moving event:

 

Andar

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OK, quite a number of mistakes - you might want to follow the link in my signature to some tutorials.


1) Page conditions are used to switch pages, and pages can have different sprites - in fact this is used to change the graphic of any event.


If no page has it's condition fulfilled, then the event will remain invisible and inactive - if several pages have their conditions fulfilled at the same time, the page with the highest number will be active.


2) Your event has Trigger=action button. This means that if the player walks to it and presses the action button, then the event will check if the condition is met and move the event - without that trigger from the player nothing will happen.


3) I hope that the second page of the first event is just empty and conditioned to the self-switch?


Because erase event is only temporary until the map is re-entered (it's badly named in my opinion).


4) To make an event move on a switch, the page with the move orders need to be triggered by that switch and either on autorun (player stops while event moves) or parallel process (player can move at the same time). Because both autorun and parallel process loop, you'll need to shut them off after the move route.


So basically your moving event needs three pages: one page without command and without condition (to stay where it is in the beginning), one page on autorun/parallel conditioned to the switch from the other event, and turning on a self-switch after the move route, and the third page empty again with the self-switch as condition to make sure that there is no looping movement after that.
 
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Koi

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OK, quite a number of mistakes - you might want to follow the link in my signature to some tutorials.

1) Page conditions are used to switch pages, and pages can have different sprites - in fact this is used to change the graphic of any event.

If no page has it's condition fulfilled, then the event will remain invisible and inactive - if several pages have their conditions fulfilled at the same time, the page with the highest number will be active.

2) Your event has Trigger=action button. This means that if the player walks to it and presses the action button, then the event will check if the condition is met and move the event - without that trigger from the player nothing will happen.

3) I hope that the second page of the first event is just empty and conditioned to the self-switch?

Because erase event is only temporary until the map is re-entered (it's badly named in my opinion).

4) To make an event move on a switch, the page with the move orders need to be triggered by that switch and either on autorun (player stops while event moves) or parallel process (player can move at the same time). Because both autorun and parallel process loop, you'll need to shut them off after the move route.

So basically your moving event needs three pages: one page without command and without condition (to stay where it is in the beginning), one page on autorun/parallel conditioned to the switch from the other event, and turning on a self-switch after the move route, and the third page empty again with the self-switch as condition to make sure that there is no looping movement after that.
Knowing what parallel process meant in layman's terms could've been helpful quite a while ago guh... orz

Welp it worked! But I didn't need three pages. I just used two, and used the conditional branch on the second oh ye.

(And what do you mean badly named? >:c)
 
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Andar

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Knowing what parallel process meant in layman's terms could've been helpful quite a while ago guh... orz


Welp it worked! But I didn't need three pages. I just used two, and used the conditional branch on the second oh ye.


(And what do you mean badly named? >:c)
There is a command "erase event", but when you use it that event is only temporarily erased and will be reloaded when the player has left the map and returns to it later. Quite a number of developers have assumed that this command would erase that event permanently - and that mixed their maps up when they returned and the event was back, working again.


A different name to prevent that assumption would have been better, as there is no command to permanently erase an event placed by the editor (you cannot modify the map file) - that's why we need self-switches to empty pages for a lot of cases.
 

Koi

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There is a command "erase event", but when you use it that event is only temporarily erased and will be reloaded when the player has left the map and returns to it later. Quite a number of developers have assumed that this command would erase that event permanently - and that mixed their maps up when they returned and the event was back, working again.

A different name to prevent that assumption would have been better, as there is no command to permanently erase an event placed by the editor (you cannot modify the map file) - that's why we need self-switches to empty pages for a lot of cases.
I actually already know this because I have over-world monsters, and of course they respawn when you go back to that map.

But in this segment of the game, and probably future ones with this same mechanic, you can't revisit the map, it's just a journey through similar puzzles right now. Aaaaalll basic stuff since it's just the beginning of the game.
 

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