Jump to Label constant activation

warssonunlimited

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Probably belongs in scripting but I wasn't able to set it up there, anyways.


I have an event where you can go ahead and read whats on the sign in the training area. You read it once and then your character gives a little line about what to do next. After you go ahead and get at least one party member, the option to go into the training area is given. But, after that, the line where the character says that he shouldn't go in occurs, even though the conditions are met.


I am using a conditional  several conditional branches to work on this, but only getting a certain party member does the correct sequence. The others execute the process where the character says they shouldn't go in even though you have already chosen whether or not to go on.


I have attatched the event below, so if someone could point out the correct syntax and anything else, that would be awesome. 


Also, here is the link I have at media fire in case anyone wants to look at the game so far and see if they can spot anything in particular.


Thank you and hope you guys have an awesome day!

trainingboard_1.JPG

trainingboard_2.1.JPG

trainingboard_2.2.JPG

trainingboard_2.3.JPG

trainingboard_2.JPG
 

Balako

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try to change it to this style ...


if actor X in party


(do the things above)


else


if actor Y in party


(do things abve)


else


if actor Z in party


(Do things above)


else


show text you need a partner
 

The_Trinity

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Create a switch that activates when you gain a new party member, then on a new event page for the sign, click the check box for the switch and add what is supposed to occur when you have a party member on that page. The way you have it set up, the game is reading your first conditional branch and ignoring the others because you have an else branch active. So the event only occurs when you have that certain party member in your party. 


See if that works.


Also for future reference, this should belong in one of the tech support forums. 
 
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Balako

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well im kinda sleepy but it looks like the problem is that the IF conditions are separated causing a logic misflow ...so just rearranging them inside one another should fix it
 

Andar

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I've moved this thread to Ace Support. Please be sure to post your threads in the correct forum next time. Thank you.



I haven't checked everything, but one problem is that you created an eternal loop at the end of the training sign, where the "jump to label" just goes up two lines and then repeats those lines eternally.
 

Shaz

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Put an Exit Event Processing command just above the NeedPartner label.  That will stop it executing what's after the label if any of the previous conditions are true (ie - what's below the label will ONLY be executed if you've encountered a Jump to Label command).
 

Shaddow

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If the event is based on party size of 2 or higher, and it does not matter who is in the party. The simplest method would be to set a variable = to party size. If that variable is two or higher, you can enter; else display the message. You might just be making this overly difficult...or I am making it overly simple and not understanding what you are attempting, which is highly possible.
 

warssonunlimited

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Thanks guys for the input.


So far I tried it a couple of different ways but it didn't go as planned.


Either the switch doesn't execute the next page of the event or it freezes up. I decided to start it over and see if I could do anything better.


I made more switches but I seem to get the same result.


Is there any way I can make the conditional branch bigger, such as add another "Else" or would that require making a whole different script? I could try nesting the conditional branches, but that seems like a pain to keep organized in the long run of things. If there is no other way, then I can definitely do that. The good thing is that this is a training stage and won't be visited the rest of the game. At least thats the plan for now.
 

Balako

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Is there any way I can make the conditional branch bigger, such as add another "Else" or would that require making a whole different script? I could try nesting the conditional branches, but that seems like a pain to keep organized in the long run of things. If there is no other way, then I can definitely do that. The good thing is that this is a training stage and won't be visited the rest of the game. At least thats the plan for now.


if you are panning on using this party size thing once or twice, refer to the first post ....i gave you a basic structure on how you can do it, if you are going to use this frequently, you might want a common event instead
 

warssonunlimited

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Gotcha, I will look into common events, thank you @Balako


@Shaddow I didn't even think of that so that's also something I will try, it's gonna probably be leaning more towards this simply because I wanted it to be at least one other party member for this to happen. 


@The_Trinity I do see what you mean. I made it to where each conditional branch was it's own page but no such luck, unless I was doing something wrong. I made it to where each page was only activated by 2 switches, one being a switch turned on from the sign and the other from getting a party member. But, im not sure how that went bad.


@Andar & @Shaz I noticed the eternal loop when you guys mentioned it, but when I tried an Exit Event Processing command, it didn't display at all. I played around with it and still couldn't find out how to work it, so I will leave that for now. 


Again, thank you guys for your input!! I will let you know what solution I come up with.
 

Shaz

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Your exit event processing command needs to come immediately before the Label: NeedPartner line.


In fact, where is that line?  I don't see it in any of your screenshots.  Can you please provide that one?


In fact, on looking closer at what you're doing, you're going about it the long way.


Leave page 1 as-is.  On page 2, just do this (commands may not be exactly as I write them - I'm just going from memory):

Code:
Control Variables: Party Size = Game Data > Party Members
Conditional Branch: Party Size > 1
  Show Text ...
  Show Choices and process response
Else
  Show Text ...
End
Those few lines will do EVERYTHING you've got in all those screenshots, and you won't need to use labels at all.
 
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warssonunlimited

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In the above screenshots, I didn't have it before. I added it in when you mentioned it.


But I was working on that, and I got a very very similar build that you got out. But, I am posting this through my phone as my computer is doing updates or else I would show you. Good to see that we kinda got to the same place.


(Also, those screen shots are out of order, for some unknown reason, probably because I placed them in that order. *facepalm*) 


EDIT: (x2)


 


sorry it took so long but here is what I have.  The first  second image (thanks uploader) is the one @Shaz is more mentioning, and now that I see it, it is just about the same.


The other images are what I had before, when I did add in the Jump to Label features. the 1st image is the one where I had them in separate tabs conditionally opened by certain switches (which were turned on by getting party members in the first place. I didn't place more because they were all just the same one with a different party member.)


I'm gonna keep mixing and matching to see if I can just use this or indeed make it a common event, even though, for now, this is just a one-time thing.


trainingboard_5.JPG


trainingboard_3.0.JPG


trainingboard_4.2.JPG


trainingboard_4.3.JPG


trainingboard_4.4.JPG
 
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Shaz

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That is not what I said to do.  The design I gave you uses only two event pages.  The first has no condition, the second is conditioned by self switch A.  It sets the variable to the number of party members and then does the conditional branch straight away.  There are NO labels or jump to label commands in my design.  


Please re-read what I've said above, and create a brand new event that JUST does what I said, without all the other stuff you've put on the event pages above.  If you use a new event, you can test out my design without ruining your own, just in case you're worried about that.  
 

warssonunlimited

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What I was worried about was how the images were uploaded, obviously in the wrong order and giving the wrong context. They were all mashed together simply because thats how I had it set up to screenshot. I should have exasperated them, but thats then.


In any case, I did do as you asked, where it only takes up 2 event pages. However, I tried it using a variable, it didn't go through. Instead, I had all the party members, when added, activate a switch. That would fulfill the only condition that the conditional branch asked for. In the end, I got what I needed, and having more than one party member does not mess with this, so I'm pretty happy with how this went. Thanks for the help guys!


I will be sure to come back and scan the forums more when I have any more questions, you rock! 
 

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