Event System Support (expert users only)

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Shaz

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Not really an event system. Just a question of how to use a timer in a common event.
 

Dreadshadow

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Not really an event system. Just a question of how to use a timer in a common event.

 
Oh! does the title meant a system built by eventing?

Sorry did not figured that out!

Misunderstood.

Thought it is advanced questions on the "event system" (as a VX Ace feature).

Yes I am an idiot!  :p

Sorry about that.

@Dreadshadow
What will happen to the built-in timer if somehow you can save game and shutdown while the timer is running?
@Murd this is a thread on Systems built by events.

I misunderstood that and posted a question that doesn't belong here.

So it is my mistake.  :(

I will reply to your question but let's not keep on this conversation here

because it is off topic!   :|

If you enter a menu the timer will pauses. It stops running, you know that right?

You select Save so you are in a menu right?

Save succeeds.

Then for some reason you close the game from the top X window control or kill the process or whatever.

The game has saved the CURRENT time left on the timer.

If countdown is 5 minutes and you save at 2:30 left

Then on load you will have 2 and an half minutes left.
 
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Murd

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@Dreadshadow - Ok I got it now, thank you! The timer has some good things itself but not quite the answer to the timing system I really want...
 

Dreadshadow

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@Dreadshadow - Ok I got it now, thank you! The timer has some good things itself but not quite the answer to the timing system I really want...
If you need a Timer system, you should continue asking here, so the thread will be put back on the correct rails. :)

Multi timers can be made using eventing (not timer command but the parallel proccess that refreshes every 1 second).

Posts #594 and #598 show some stuff.

If lag is not an issue (lag usually is on heavy evented maps and using scripts also make things harder) then you can make a timer system using eventing.
 
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Ralpf

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If you need a Timer system, you should continue asking here, so the thread will be put back on the correct rails. :)

Multi timers can be made using eventing (not timer command but the parallel proccess that refreshes every 1 second).

Posts #594 and #598 show some stuff.

If lag is not an issue (lag usually is on heavy evented maps and using scripts also make things harder) then you can make a timer system using eventing.
In my experience (which is limited) these kind of events don't effect lag much, unless they run multiple times a second, which I have done for testing, but you generally wouldn't do in the final version.
 

Dreadshadow

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In my experience (which is limited) these kind of events don't effect lag much, unless they run multiple times a second, which I have done for testing, but you generally wouldn't do in the final version.
Depends on how bad an event is written, if it contains wait commands inside etc etc.

An event can contain a lot of stuff that can bring hell.

Parallel Process events should not be overused.

Also heavy scripts combined with some Parallel Processes might make a game unplayable.

Of course there is always the Effectus script by @Source, but... just saying... 
 

Shaz

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This thread is for SYSTEMS that you are making with a number of events that are meant to all work together. Not for advanced eventing issues.


As per the title - we only expect EXPERT users to be posting here. Even something as simple as how to use switches is "advanced" for a new user. Only people who really know what they're doing, and have tried several approaches already, should be posting here for help. If you're not an expert user, your question belongs in its own thread (after searching and looking at tutorials).


Hope this helps clarify :)
 

Yin

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Not sure if I should have posted this in RGSS3 support, but I'm trying make conditionals in my move route (autonomous move routes). Is there a way to create a label of some sort and have it jump there based on a condition?

I just don't want to have a million pages of the same thing just to change a move route while the contents of the event are the same.

If this should be in a script, could a mod please move this to the appropriate location?
 

seita

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@Yin

Sounds like you're looking for a script. There may be other ways around it though, like some basic script calls in the move route or mimicking the move route via script calls, so you should start a topic with more detail, specifically about what you're trying to accomplish, the types of conditionals you'll be using, etc.
 

Yin

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Thanks, I just posted in the request forum. I don't think anything exists to allow me to do that and I would hate to have to manually enter the route without using the built in buttons just to add a conditional statement to each of them. I think the idea of labels would work better.
 

sapiboong

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Any idea how to make an evented picture choice like below?

I tried making it loop, then there's conditional branch for when a button is pressed, but it freezes instead. 

 

Engr. Adiktuzmiko

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If it freezes then there's probably something wrong with your event itself. Would probably be good to post your event
 

sapiboong

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If it freezes then there's probably something wrong with your event itself. Would probably be good to post your event
Unfortunately, I have deleted the event since it didn't work >_>

But the first method I tried (label method) goes like this

Label: choice1Show picture: choice1Conditional branch: BUTTON DOWN pressed => Jump label choice2Conditional branch: BUTTON A pressed => Jump label dateLabel: choice2Show picture: choice2Conditional branch: BUTTON UP pressed => Jump label choice1Conditional branch: BUTTON DOWN pressed => Jump label choice3Conditional branch: BUTTON A pressed => Jump label partyAnd it goes like that until choice 5. 

Below choice 5, there's a label for "Date", "Party", ... for each of the command. 

It freezes before the picture is even shown. 
 

Engr. Adiktuzmiko

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Where's the loop there? What's the event trigger that you used?
 

sapiboong

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Where's the loop there? What's the event trigger that you used?
Looping method is the second method I tried, and I have deleted it too.

Event trigger is action trigger. Since I have to speak to the girl first before I get that choice. 
 

Engr. Adiktuzmiko

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Anyway, the method above wouldn't have any stopping points so it should actually go until the very end if you didn't press anything...
 

Udlice

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Hi,

Here is how I would do this :

----------------------

First page :

(Trigger : action button)

Control self switch A : ON

-----------------------

Second Page :

(Trigger : Autorun )

(Conditions : Self switch A is ON )

Conditionnal branch : Button UP is pressed :

   Conditionnal Branch : Variable Menu : < 4

      Control variable Menu : + 1

      Branch End

Branch End

Conditionnal branch : Button DOWN is pressed :

   Conditionnal Branch : Variable Menu : > 0

      Control variable Menu : - 1

      Branch End

Branch End

Conditionnal Branch : Variable Menu = 4

   Show picture 1 : "Go on a date is selected"

   Branch End

Conditionnal Branch : Variable Menu = 3

   Show picture 1 : "Invite Party is selected"

   Branch End

Conditionnal Branch : Variable Menu = 2

   Show picture 1 : "Spend time is selected"

   Branch End

Conditionnal Branch : Variable Menu = 1

   Show picture 1 : "Give a Gift is selected"

   Branch End

Conditionnal Branch : Variable Menu = 0

   Show picture 1 : "Nevermind is selected"

   Branch End

Conditionnal branch : Button A is pressed :

    Conditionnal Branch : Variable Menu = 4

        Here is what happens when the player selected this choice

        Branch End

    Conditionnal Branch : Variable Menu = 3

        Here is what happens when the player selected this choice

        Branch End

    Conditionnal Branch : Variable Menu = 2

       Here is what happens when the player selected this choice

       Branch End

    Conditionnal Branch : Variable Menu = 1

       Here is what happens when the player selected this choice

       Branch End

    Conditionnal Branch : Variable Menu = 0

    Here is what happens when the player selected this choice

    Branch End

Branch End

-------------------------------

A system like this should work better
 
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sapiboong

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The system works great until it's time when I press A button, nothing happens :(  
 

Udlice

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I don't know why your system is not working, that's why I posted another way to solve your problem.

Moreover, It will probably take you more time to fix the isssue with your system than to write in your game the new one I posted.

But you do what you want. I'm just trying to help.
 

sapiboong

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Your system works better, indeed (mine was broken before the picture even changes...), I am just rather confused why the last part won't work. Thanks for the suggestion and help.
 
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