Eventing issue, a little help please?

deathsia

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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?
That...I didn't think of. I knew my day and time script controlled them but another script using that specific verible is possible though I doubt it. Still couldn't hurt to check though. :)
 

Celianna

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Just a quick tip; instead of making an event page for every single day, have one event page with 31 conditional branches that check what the variable is, and display the appropriate text. 31 pages of events for a little bit of text is pretty overkill.
 

deathsia

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Problem is that after awhile after all the stacks of conditional branches, I CAN'T TELL WHERE ONE BRANCH ENDS AND WHERE ANOTHER BEGINS!

This has lead to nightmarish hours of guessing games on my game, I only use multiple conditional branches on a single page if it's ABSOLUTELY NECESSARY.

In fact, the last time I used a mere five conditional branches in a single page, I had to go back over 30 times(NOT EXAGGERATING THIS) and guess what conditional branch controlled what because my event wasn't displaying the right text.

Its even worse when I have to cascade them because they have to meet multiple conditions in a certain order...
 

mlogan

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Have you tried making the conditional branches without the "else" in them? Then they will be neatly stacked on top of each other. (If you're not sure, check the little box at the bottom that sets "set handling when conditions do not apply" or something like that.
 

Gothic Lolita

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In his case, he could do it like that:
If Variable 1 == Then day one event happen.
If Variable 2 == Then day two event happen.
Example in the picture below:

This works for my complex level system, which uses over 500 variables at once. ;)
So it should work as such simple event too. :) (\s/)
 
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mlogan

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But my point is, if there is nothing to go in the "else" section you don't even need it.

branches.png

To be honest, I've not read through every reply here, so I don't know the entirety of what's been discussed. I'm responding to Cel's suggestion and the op's following comment.
 

Gothic Lolita

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But my point is, if there is nothing to go in the "else" section you don't even need it.
If you have the event as a parallel process, it is needed. Because else it disables for some strange reason the saving option. o_O

Happend to me, took all the scripts out of my project, still this error. :/

Then I turned of all the parallel processes and it worked again. Then I turned them back to parallel process, but added the else option and everything worked fine. ;)

But if it's a simply run by other condition event, then it's not needed the "else" option, there you're right. :) (\s/)
 

mlogan

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Gotcha

Edit: Out of curiosity, I just tried using conditional branches without the else, in a parallel process and it worked no problems. So I'm not sure what you encountered but I'm guessing it was something else causing the issue.
 
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Susan

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Cheeky Moon, I tend to do that style of conditional branches as well.

It did not cause any errors (unless my eventing was wrongly made).

In fact, the conditional branches' checks seem to work better than when they are placed within multiple 'Elses'.
 

bgillisp

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There are problems with both methods. If you put them all separate, and all the conditions for each of them are met, then all of them will run. The technique for having them all separate works the best if you do something like

If (var 101 == 1)

 do this

if (var 101 == 2)

 do this

etc.

For switches, you can get into trouble if they are not nested, as you might have them all run at once, when that might not be what you want to occur.
 

Gothic Lolita

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If (var 101 == 1)

 do this

if (var 101 == 2)

 do this
I used this method only with the implemented RPG Maker option... 

I know there are script calls like you've writen, but they are might hard to use for beginner. Also you can run easier in errors.

But the one with the pages are the most unsure thing, because if it is writen to a variable, then they might run only the last page.

Happend to me many times. If the first page has condition Variable 1 => 1, the second one: Variable 1 => 2.

Because this basically will check if is the same or above, no matter what you do. (\s/)
 

Susan

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bgillisp, I'm not sure what you mean.

Cheeky Moon's example mimics the variable sample you're showing.

As for mlogan's sample, it would all depend on the dev's eventing style.

If we are talking about days and switches, it should be natural for the dev to switch off the previous day's switch.

It wouldn't be necessary to nest them then.
 

bgillisp

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I was talking within an event, not the condition pages. The condition pages don't have an option to set it to occur only when a variable is equal to one variable, only greater than or equal to. But inside a created event, then you can do

if var101 == 1

 do stuff

if var101 == 2

 do stuff

etc, without the elses and without the nesting of everything inside a nest of if/else loops.

MLogan's screenshot above is exactly what I am talking about, though they used switches and not variables.
 

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