Eventing issue, a little help please?

deathsia

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Atm here is my problem:



I have two npcs on the map, one of which is supposed to ONLY APPEAR if Day of month verible is set to 2 AND the "talked to daisy switch is on" while the other is on via another switch and SUPPOSED to be there.

My problem is that despite the fact that the editor CLEARLY SAYS that the event will only appear when it meets ALL THESE CONDITIONS it still appears in game right along side its duplicate even though the "talked to daisy switch" is NOT ON.

See, one version of the event is supposed to say one thing and THEN after on the same day next month(day of month variable) the other is supposed to appear while the first version disappears permanently.

And no I can not simply use a single event for reasons that would take too freaking long to explain.

If I were to make a second map, I'd be forced to do so for just about every map in my game since this event is intractable every day of the month.

So my issue lies in the fact that RPG maker VX ace is a complete ****** and doesn't even follow it's own conditions...

Any way around this?
 

Gothic Lolita

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I don't know why it sounds for me, like a script problem?
I guess it might be nice to say, what script you are using for the day of month set up to a variable?
I used allways site conditional branches with "if Variable xx is higher or same as 2" and it worked for me.
But you also only need one event for that and not two seperated ones.

But if I understand it right, you want to tell, if day one happens things one.

If day two is, things two will happen.
if day three is, things three will happen...
and so on...

Then it's useful to use sites to call if variable x is 1, then variable x is 2 and on and on...
Then you write the text or events you want on each site, I hope I got it right. (\s/)
 

mlogan

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It would be helpful to see the event and how you have the conditions set up. Also, ARE you using a time system script?
 

deathsia

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It would be helpful to see the event and how you have the conditions set up. Also, ARE you using a time system script?
Yes I am using a date and time script but the events are running on variables ONLY the script has no effect on the event outside of adding 1 to the variable and resetting back to 1 after it reaches 31, it was the first thing I double checked.
 

Kes

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Could you post a screenshot of your events. Include the full page, not just the commands section and, if there is more than one, show all pages. Without that info we cannot reallyhelp you.
 

Andar

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There are reasons why we always ask for screenshots...

My problem is that despite the fact that the editor CLEARLY SAYS that the event will only appear when it meets ALL THESE CONDITIONS it still appears in game right along side its duplicate even though the "talked to daisy switch" is NOT ON.


So my issue lies in the fact that RPG maker VX ace is a complete ****** and doesn't even follow it's own conditions...
You're completely wrong with this - in default, all conditions have to be set for an event to appear, and if the event apprear then those conditions ARE SET - that is the fact.
Theoretically a script could change that - but I don't see a reason why any script should mess in that area.


So you now have to discover why those conditions are indeed set when you don't intend them to be set. And for that there are only very few possibilities.


1) you set the conditions wrong - that is one of the things we can check in the screenshot of the event


2) you used the same switches and variables in a different event and have forgotten where - please check all your event where that might have happened.


3) you added a script that uses the same variables or switches by default and didn't configure that script correctly - again, your mistake and you have to hunt down the script.


In the case of 2&3 there is a way to check this - but you still need to find the cause after the check.


Simply change all switches and variables to different ones with IDs that are NOT used so far. If the event suddenly works, you have thereby proof that you messed up with the switches and variables.


And then you need to find out where you messed up to correct the problem, because it often affects more than one switch.


That is where the screenshot can help us again - seeing the IDs of the switches you used can point out to a script that is known to have those IDs used by default.
 
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deathsia

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So wait...your telling me that even if ONE of the conditions are met, that the event will appear anyways?

I'll update this post with screen caps tomorrow, I need to go to bed and I don't feel like launching up the program just to screen cap something tonight.
 
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Kes

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So wait...your telling me that even if ONE of the conditions are met, that the event will appear anyways?
That is precisely what he is NOT saying.  He is saying that if all conditions are met, the event will appear.  He is also saying that, due to one of the factors he lists, you have inadvertently activated those conditions.  Now the task is to identify how you have done this.
 

Shaz

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We can't do any more until we see screenshots.
 

Andar

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So wait...your telling me that even if ONE of the conditions are met, that the event will appear anyways?
Wrong.
If the event appears, then ALL conditions ARE MET - that is the fact.


If you believe that one of the condition is not met, then YOU are WRONG - and you now have to find out why you are wrong and where you caused the condition to be met without knowing it.
 

Shaz

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Make sure you don't have several pages with the same sprite but different conditions. If you, say, copied it to a later page to preserve it while you worked on the original, if the later page has NO conditions, IT will be active. The engine looks at the pages starting from the highest-numbered one and working its way back until it finds one where the conditions are met.
 

bgillisp

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One thing that might help...Yanfly has a debug extender script that if you hit F9 it will show you what your variables and switches are at that point in time. It's helped me out many a time when I'm sitting there wondering why an event is (or is not) triggering and I was sure I had set the conditions right (for the record, every time I have thought that, I was wrong, and that script proved it. Just saying).
 

deathsia

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Screen caps:

First event:

3 pages:





second event: 31 pages(only 2 filled so far)



Hope this helps.

Also I should note the day of month variable is set to 2 at the present time
 
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Andar

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second event: 31 pages(only 2 filled so far)
Argh!!!
If there are 29 pages unfilled, then you have found your error.


If you placed at least the conditions, then they are not unfilled....


Highest page has always priority, no matter what - if you have unfilled and unconditioned pages with higher numbers, then those pages will always be there.


OK, if the problem is that the first event is visible when it should not (you didn't state which Event you're talking about), then the fact is that the switch 47 is ON at that moment, and you need to hunt down what turned that switch ON.


In a more general case, if you have event problems with multiple event pages, your first step should always be to give every page a different sprite to check which page is truly active at any given moment. If you can't identify that during testing, then you'll never know which page is active and then can never hunt down the wrong conditions or commands.


In the case of 31 pages, I suggest you create number-sprites to use for that.
 

bgillisp

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With what you did, the 2nd event, page 31 is always going to run, no matter what (since it is unfilled). Delete the unfilled pages and then it will work. And remember what Andar said, the *highest* numbered page is checked first (so page 31), then the next highest (page 30), and on down until RPGMaker finds one that meets the conditions. Once it does, it runs that one and only that one page.
 

deathsia

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Argh!!!

If there are 29 pages unfilled, then you have found your error.

If you placed at least the conditions, then they are not unfilled....

Highest page has always priority, no matter what - if you have unfilled and unconditioned pages with higher numbers, then those pages will always be there.

OK, if the problem is that the first event is visible when it should not (you didn't state which Event you're talking about), then the fact is that the switch 47 is ON at that moment, and you need to hunt down what turned that switch ON.

In a more general case, if you have event problems with multiple event pages, your first step should always be to give every page a different sprite to check which page is truly active at any given moment. If you can't identify that during testing, then you'll never know which page is active and then can never hunt down the wrong conditions or commands.

In the case of 31 pages, I suggest you create number-sprites to use for that.
Stupid me assumed everyone would assume the conditions for each page were already set to each day of the month verible(i,e; 1.2,3,4). Which they ARE.
 
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Shaz

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Load up your map so we can take a look at it.


Did you press F9 to see what switches and variables are set to? Are you SURE the day is set to what you think it is?
 

deathsia

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Yes I did and the switch which makes the other one appear is not on so as far as I understand it from what you've told me, if all conditions aren't met, then the event shouldn't appear yet it still does.

Heck, I even went into debug and set the day of month verible to the same number even though it was already set to the right one!(As in ticked it up a number, left debug, reentered debug, and ticked it back to the proper number) and both still appeared.

HOWEVER, if the day of month verible is set to 3 instead of two, the switch I told the first event to turn on runs just fine and since that switch is set to on, the first event disappears like its supposed to but that still doesn't solve my issue with both events appearing on the day 2.
 

Shaz

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I suggest you load up your game for someone to take a look at. We can suggest what might be wrong until the cows come home, and still not get it correct. We're only guessing now because everything we suggest is apparently wrong. And you'd be amazed the number of times we tell people to check something, they swear it's correct, and it turns out not to be.


Rather than just loading up the map, we'd actually need you to load the whole game, as we need to see it with the correct switches and variables.


In fact, is it possible you have added scripts that use switches and/or variables, and you haven't gone through and specified/reserved which ones they're allowed to use? So one of your scripts could be using the same variable you're using in these events?
 

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