How to Event an "Evolving" Weapon?

DevtheDev

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I'm trying to make a common. Event that uses Win Count to increase a variable (Battles Won) until a certain number is reached.

At that point a conditional loop checks for a certain number (test value is 1) and uses the change weapon to unequip then equip a specific weapon for each party member.

Then there's some fluff like sound effects and flavor text, maybe an animation to signify the moment.

Any ideas on why my Event is working?

P.S my image is too large to attach so here is a what I have so far:
TRIGGER: None

◇ Control Variables: #0013 Battles Won += Win Count
◇ If: Battles Won = 1
◇ If: Hero has equipped Sword
◇ Change Weapons : Sword -1
◇ Change Weapons : New Sword +1
 

SGHarlekin

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I assume you mean to say why your even is NOT working? If that's the case, you might want to explain what part of it is not working?

So far I can tell you fairly confidently, that change weapon only puts the item in your inventory. After that you would use change equipment to actually equip said weapon to your character.

Same should be true for removing the item I think. Change weapon - 1 will only remove a free item from the inventory. So what you'd do is: Add new sword to inventory>Change equipmnet to new sword>remove old sword from inventory.

(Please someone correct me if I'm wrong here)
 

Andar

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if the trigger is none, how is the common event even called?
We need to see the event that calls the common event.

and if the pictures are too big, use any image program to size them down
 

DevtheDev

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if the trigger is none, how is the common event even called?
We need to see the event that calls the common event.

and if the pictures are too big, use any image program to size them down
1675101184647.png
 

DevtheDev

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I assume you mean to say why your even is NOT working? If that's the case, you might want to explain what part of it is not working?

So far I can tell you fairly confidently, that change weapon only puts the item in your inventory. After that you would use change equipment to actually equip said weapon to your character.

Same should be true for removing the item I think. Change weapon - 1 will only remove a free item from the inventory. So what you'd do is: Add new sword to inventory>Change equipmnet to new sword>remove old sword from inventory.

(Please someone correct me if I'm wrong here)
Thanks for speedy reply.

Yes, it doesn't seem like the battles are being counted or that the event is happening at all. But the whole equipped vs unequipped thing makes sense. So I'll test it out with a different item to make sure.
 

DevtheDev

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I assume you mean to say why your even is NOT working? If that's the case, you might want to explain what part of it is not working?

So far I can tell you fairly confidently, that change weapon only puts the item in your inventory. After that you would use change equipment to actually equip said weapon to your character.

Same should be true for removing the item I think. Change weapon - 1 will only remove a free item from the inventory. So what you'd do is: Add new sword to inventory>Change equipmnet to new sword>remove old sword from inventory.

(Please someone correct me if I'm wrong here)
Cool game concept btw
 

ATT_Turan

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Just to mention it, we're not supposed to double-post, and you have a triple-header up there! If you need to add something you forgot, you can press the Edit button; and if you want to respond to multiple people, you can just click Reply on each post (or use +Quote, or @tag them).

Any ideas
What is that Win Count variable equal to, where is it being set? Are you initializing Battles Won to 0 at the start of your game? If anything causes your Battles Won to jump up higher than 1, your event will never continue.

And, as Andar said, are you actually calling this event from someplace?
 

Andar

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@DevtheDev
I asked you to give the event that calls this common event, because on its own it will never be executed at all.
 

DevtheDev

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Just to mention it, we're not supposed to double-post, and you have a triple-header up there! If you need to add something you forgot, you can press the Edit button; and if you want to respond to multiple people, you can just click Reply on each post (or use +Quote, or @tag them).


What is that Win Count variable equal to, where is it being set? Are you initializing Battles Won to 0 at the start of your game? If anything causes your Battles Won to jump up higher than 1, your event will never continue.

And, as Andar said, are you actually calling this event from someplace?
Wasnt aware I triple posted. I thought I hit reply...hopefully it works this time.

Not sure what you mean when you say "calling this event" which might solve my problem.

Win Count is found within Operand...Game Data... as an option near the bottom. Could be using that wrong as well
 

ATT_Turan

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Not sure what you mean when you say "calling this event" which might solve my problem.
Just putting stuff into a common event doesn't do anything. You could fill up all 1,000 common events full of event commands and nothing at all will happen.

Common events only do things in one of two circumstances:
1 - You set it to Autorun/Parallel, in which case you have to choose a switch to be associated with the event. The event will then run continuously for as long as that switch is turned ON, which you must do someplace else, such as on a map or troop event.

2 - You call it using the Common Event event command. This typically happens from inside another event (on the map or in a troop), or there are places in the database you can set to call them, such as the Effects field of Skills and Items.

If you want to check this after every battle because the sword will continually evolve, my suggestion is:
- Change it to autorun and assign a switch to control it
- Add a line at the bottom of the event that turns that switch OFF (so it will only ever run once at a time)
- Give every troop in your game a Turn 0 troop event that turns that switch ON
 

Andar

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Win Count is found within Operand...Game Data... as an option near the bottom. Could be using that wrong as well
yes, you are using it wrong. Wincount is already the total, and you're adding it to the past total.
so after the first win the wincount is 1 and the variable battles won will be 1.
after the second win the wincount is 2, and you're adding that to the variable battles won for a total of 3
after the third win the wincount is 3 and your battles won will be 6

Not sure what you mean when you say "calling this event"
as said above this means when you are asking the engine to process those commands, because they will not happen on their own.

If you correct the control variable command to set instead of add, you could call this common event on evented battles on the "if won" branch.

However, this will NOT work for random battles.
Triggering a common event for random battles is much more complex, and I strongly suggest you go through the tutorials in the editor (especially the tutorials on eventing) first, because explaining that to you if you don't have the basics will be difficult.
 

SGHarlekin

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Just putting stuff into a common event doesn't do anything. You could fill up all 1,000 common events full of event commands and nothing at all will happen.

Common events only do things in one of two circumstances:
1 - You set it to Autorun/Parallel, in which case you have to choose a switch to be associated with the event. The event will then run continuously for as long as that switch is turned ON, which you must do someplace else, such as on a map or troop event.

2 - You call it using the Common Event event command. This typically happens from inside another event (on the map or in a troop), or there are places in the database you can set to call them, such as the Effects field of Skills and Items.

If you want to check this after every battle because the sword will continually evolve, my suggestion is:
- Change it to autorun and assign a switch to control it
- Add a line at the bottom of the event that turns that switch OFF (so it will only ever run once at a time)
- Give every troop in your game a Turn 0 troop event that turns that switch ON
Any reason why the common event shouldn't just be called directly inside of the "if win" condition? Why all the switch games?
 

ATT_Turan

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Any reason why the common event shouldn't just be called directly inside of the "if win" condition? Why all the switch games?
Because most people don't use event-called battles exclusively/primarily, so I don't presume that anyone is.

Most users use the random encounter system, so my solution will work with that.
 

DevtheDev

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Just putting stuff into a common event doesn't do anything. You could fill up all 1,000 common events full of event commands and nothing at all will happen.

Common events only do things in one of two circumstances:
1 - You set it to Autorun/Parallel, in which case you have to choose a switch to be associated with the event. The event will then run continuously for as long as that switch is turned ON, which you must do someplace else, such as on a map or troop event.

2 - You call it using the Common Event event command. This typically happens from inside another event (on the map or in a troop), or there are places in the database you can set to call them, such as the Effects field of Skills and Items.

If you want to check this after every battle because the sword will continually evolve, my suggestion is:
- Change it to autorun and assign a switch to control it
- Add a line at the bottom of the event that turns that switch OFF (so it will only ever run once at a time)
- Give every troop in your game a Turn 0 troop event that turns that switch ON
1675104121305.png
1675104162257.png
Ok, I gave it a shot, is this correct? Im still not getting the text or change in equipment. Am I missing something?
 

ATT_Turan

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Ok, I gave it a shot, is this correct? Im still not getting the text or change in equipment. Am I missing something?
Your troop event is wrong. You're confusing a condition with an event command.

You made an event that will only run on Turn 0 if the Win switch is ON.

And then it does nothing.

You need an event that will run on Turn 0 and turns the Win switch ON using the Control Switch event command.
 

SGHarlekin

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Because most people don't use event-called battles exclusively/primarily, so I don't presume that anyone is.

Most users use the random encounter system, so my solution will work with that.
Hmm.. Random encounters don't have an if win condition, do they?
 

DevtheDev

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Your troop event is wrong. You're confusing a condition with an event command.

You made an event that will only run on Turn 0 if the Win switch is ON.

And then it does nothing.

You need an event that will run on Turn 0 and turns the Win switch ON using the Control Switch event command.
I guess I'm still at a loss. I have been revisiting the tutorials in hopes of seeing an example of what I'm trying to acheive. I really thought this would be simple. If anyone has accomplished this or something like it before please share your methods. I would really appreciate it.

Also thanks @everyone for their great advice, I actually managed to learn a few things today
 

Andar

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I have been revisiting the tutorials in hopes of seeing an example of what I'm trying to acheive.
watching or reading tutorials is always a waste of your time.

you need to work through tutorials to understand them - that means making every step they describe in your own practice game that will be scrapped once you're finished.

And you can't just pick parts of a tutorial - you are too new to even understand independent parts.
you need to work through everything until you get the basics.
Which usually takes a full month for most people, simply because there is too much to learn to finish that in a few hours.
 

ATT_Turan

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I guess I'm still at a loss. I have been revisiting the tutorials in hopes of seeing an example of what I'm trying to acheive. I really thought this would be simple.
No offense, but it is :stickytongue: If you do literally what I said, it will work.
A Turn 0 event with the Control Switch event command. I don't see how a screenshot is different, but here it is,
Screenshot 2023-01-30 153354.jpg

You also didn't follow my instructions quite right for your common event. I said to "Add a line at the bottom of the event that turns that switch OFF," but you put it several lines up, inside of the conditional.

That means that if your condition of basttles = 1 isn't true, the event will continue to run 60 times a second forever.
 

DevtheDev

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No offense, but it is :stickytongue: If you do literally what I said, it will work.
A Turn 0 event with the Control Switch event command. I don't see how a screenshot is different, but here it is,
View attachment 251974

You also didn't follow my instructions quite right for your common event. I said to "Add a line at the bottom of the event that turns that switch OFF," but you put it several lines up, inside of the conditional.

That means that if your condition of basttles = 1 isn't true, the event will continue to run 60 times a second forever.
Thanks for providing an actual example. My main struggle is what things are called because I'm very new. Thanks for you help. I'll give this a try after work today. I'll keep reading and working tutorials to get a grip on the lingo.
 

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