Custom Page Conditions

Discussion in 'RGSS3 Scripts (RMVX Ace)' started by Tsukihime, Mar 23, 2013.

  1. Tsukihime

    Tsukihime Veteran Veteran

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    [​IMG]


    This script allows you to add custom page conditions to your events using comments and conditional branches. You can add an unlimited number of custom page conditions as long as your event page has room for more commands.


    A "page condition" is a condition that determines whether the page will be "selected". For example, if your page required switch 1 to be ON, then it will be skipped while that switch is OFF.


    A page will only be selected if all page conditions and custom page conditions are satisfied. This allows you to easily set up complicated activation conditions using built-in functionality.


    Download


    Get it at Hime Works!


    This script combines the following scripts into one


    Custom Troop Event Conditions


    [​IMG]


    Custom Common Event Conditions


    [​IMG]
     
    Last edited by a moderator: Feb 19, 2014
    #1
    Mihel, djDarkX, Galenmereth and 2 others like this.
  2. Evan G.

    Evan G. Veteran Veteran

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    This looks incredibly useful, especially when, and if, common event support is added. Thanks, Tsukihime.

    Looks like evented battle systems and the like will be quite a bit easier with this.
     
    Last edited by a moderator: Mar 23, 2013
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  3. Tsukihime

    Tsukihime Veteran Veteran

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    Custom conditions for common events have been added.


    You would set them up the same way as any other custom page condition.


    The trigger must be auto-run or parallel.


    Since it requires a switch to be ON, you can just use a dummy switch that is always true if you don't need the switch condition.
     
    #3
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  4. Tsukihime

    Tsukihime Veteran Veteran

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  5. Tsukihime

    Tsukihime Veteran Veteran

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    This should be a better example of what the script does


    Custom Page Conditions


    [​IMG]


    Custom Troop Event Conditions


    [​IMG]


    Custom Common Event Conditions


    [​IMG]
     
    Last edited by a moderator: Dec 9, 2013
    #5
  6. Silent Darkness

    Silent Darkness Robomage Veteran

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    Having a problem, and i'm fairly confident that it has something to do with this script. Trying to set up a continue system using an item.

     [​IMG] Troop Event

    [​IMG] Game over map script

    If I do a battle test and try it out, the game merely loops the conditional branch for the willpower item. And yes, i've tried changing the settings on when the check is done. In playtest, it merely drops out to the default gameover. I got the same effect trying to use your gameover common event script, also.
     
    #6
  7. Tsukihime

    Tsukihime Veteran Veteran

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    Are you saying even when everyone revives, it keeps asking you the choices?
     
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  8. Silent Darkness

    Silent Darkness Robomage Veteran

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    Interestingly enough, no. Only if I pick the option that would end the game.

    Okay, I just fiddled around a bit.

    1. Now, I get the same problem in both playtest and battle test, with the looping choices branch.

    2. Now, if I choose Arise, the script plays like it should, but then the battle aborts itself....even there's no command in there saying to do that. This only happens in playtest, where the player starts with 1 Willpower. Which means the common event is DEFINITELY looping itself, right? Having the custom page condition event page set to battle or turn just causes standard gameover processing.
     
    Last edited by a moderator: Dec 22, 2013
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  9. Tsukihime

    Tsukihime Veteran Veteran

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    This happens in a new project with only the required scripts? I can't reproduce any "looping" issues. When all members die, I get the choices, and I choose to arise, which removes all of the special item. Next time I die again, I just game over.
     
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  10. Silent Darkness

    Silent Darkness Robomage Veteran

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    Perhaps it's an issue with the ordering of the scripts, then?
     
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  11. Tsukihime

    Tsukihime Veteran Veteran

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    Well, I didn't create your exact event setup so maybe I'm just not hitting it. If the issue occurs in a new project without only custom page conditions, game over events, and end phase triggers, then it would be an issue with my scripts.


    It could be a script order issue, or two scripts are just incompatible. I don't know.
     
    #11
  12. Silent Darkness

    Silent Darkness Robomage Veteran

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    I'll toy with the script order then. Here's a list of my scripts in order:

    Ace Core Engine

    Ace Battle Core

    Game End Event

    Battle Commands

    Battle Reaction

    Battle Rules

    Battle BGM

    Save Engine

    Message Extension

    HP Bars

    Cast

    Console

    Console Keyboard

    Death Events

    Enemy Drop Mod

    Victory Aftermath

    Ace Shop

    Skill Evaluation

    Follower's Commands

    Synchronized Battlers

    Large Troops

    End Phase Triggers

    BGM Fade

    Custom Page Conditions

    Hidden Enemies Fix

    Custom Death State

     

    Yanfly Engine Ace's Death States script(Which happens to have a party wipe-out constant) seems to have fixed the problem for me, once i utilized it. Also, it may have been responsible for this problem.

     

    New problem. Upon reaching the game over I was looking for, I still get the message box that says that the party was defeated. I'd like to get rid of that dang box somehow....

     

    EDIT: Nevermind, I made it work. For all intensive purposes, this problem is solved.
     
    Last edited by a moderator: Dec 22, 2013
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  13. djDarkX

    djDarkX Retro & Remastered Music Guru Veteran

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    Surprised I didn't see this before.  Might bookmark this for later.  Nice work Tsukihime.
     
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  14. Silent Darkness

    Silent Darkness Robomage Veteran

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    Got that fixed, but there's a new problem. The page condition for calling reinforcement doesn't seem to be working anymore, for..SOME...reason :\

    [​IMG]

    And i'm also using the end phases script.

    EDIT: I think it might be a compatability issue between Battle Rules and End Phase Triggers actually. Since they both overwrite self.judge.win_loss in Battlemanager
     
    Last edited by a moderator: Dec 23, 2013
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  15. Tsukihime

    Tsukihime Veteran Veteran

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    Yes, both scripts overwrite the judge win loss method.


    However, end phase triggers moves the original method somewhere else, so as long as battle rules is placed above end phase triggers, I believe it should work.
     
    #15
  16. Silent Darkness

    Silent Darkness Robomage Veteran

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    Ah, yes, I see now.

    Could you possibly put this into the op?
     
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