PlugSock-et

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When a trophy image shows on screen inside my parallel event, the picture is supposed to "Wait 180 Frames" Before disappearing. Sometimes though, (and as i've now found out only the first time a picture shows when a save is loaded) it shows for about a second and the "180 Frame" wait gets ignored. Why is this?
 

AkiraKotatsuhime

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Wow, some very odd behaviour of it, thanks for sharing that much detail by video. So if it's really just always the first time happening, the situation has to be somehow different when calling it again later.

When the short one is happening, I noticed a very long fade-in process on the picture before it starts vanishing away. That would fit the commands in first case of your CE... besides that there's no sound, it's only in the second one (and your video shows that pop-check is OFF before your first try). Well up to that, it doesn't seem like making any sense, indeed.

I'd suggest first to add something to both cases that clearly will make visible which of them is being processed, for example some debug-text (like "1" and "2").

Also, you should deactivate the pop-test after pop-check, not before. I'm not familiar with tech-details that deep in RPGMV/MZ in specific, but to my understanding the event might stop before both of them are set to OFF because pop-test is the condition to make it start/continue running at all.

~炬燵あ
 

PlugSock-et

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Wow, some very odd behaviour of it, thanks for sharing that much detail by video. So if it's really just always the first time happening, the situation has to be somehow different when calling it again later.

When the short one is happening, I noticed a very long fade-in process on the picture before it starts vanishing away. That would fit the commands in first case of your CE... besides that there's no sound, it's only in the second one (and your video shows that pop-check is OFF before your first try). Well up to that, it doesn't seem like making any sense, indeed.

I'd suggest first to add something to both cases that clearly will make visible which of them is being processed, for example some debug-text (like "1" and "2").

Also, you should deactivate the pop-test after pop-check, not before. I'm not familiar with tech-details that deep in RPGMV/MZ in specific, but to my understanding the event might stop before both of them are set to OFF because pop-test is the condition to make it start/continue running at all.

~炬燵あ


Just keeps getting weirder and weirder.
I also took the "Pop check on" branch out and the short pop still happened
Even weirder, i take out the "pop check = on" switch and everything works. I put it back after the fade in and show up, and the fadeout didn't work, it just disappeared.
 
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PlugSock-et

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Just keeps getting weirder and weirder.
I also took the "Pop check on" branch out and the short pop still happened
Even weirder, i take out the "pop check = on" switch and everything works. I put it back after the fade in and show up, and the fadeout didn't work, it just disappeared.

 

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@PlugSock-et , please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.



Can you please post a screenshot of your event, showing the whole window? I'd rather not watch multiple videos up to 7 minutes long hoping to see that one thing.
 

PlugSock-et

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[dpost]@PlugSock-et [/dpost]

Can you please post a screenshot of your event, showing the whole window? I'd rather not watch multiple videos up to 7 minutes long hoping to see that one thing.

Capture.PNG
This switch is causing problems, just quickly check video 3. It's 7 minutes long but will provide context to this problem.
 
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Andar

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just quickly check video
why should we?
As Shaz' already explained above, there are reasons why quite afew people on this forum refuse to watch videos to help, no matter how short.
And they have different reasons for that, from internet bandwidth limitations over readon on a small phone display to medical reasons and more.
 

ATT_Turan

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For one thing, off the bat, there's no reason for your second conditional.

Getting rid of the event commands in the middle, you're doing this:
If Pop Check is ON
...
Else
-If Pop Check is OFF
This is pointless, this code can only be seen if Pop Check is OFF. This will always be true.

That wouldn't make your event glitch, but it's some extra layers to read/troubleshoot through. :smile:

In the event you posted, which are the wait commands that are getting skipped?

And why are you moving the same picture to the same place three times? I see the third time is fading it out, but the first two commands look identical.
 

Shaz

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This is pointless, this code can only be seen if Pop Check is OFF. This will always be true.
No, I think that Else belongs to the If Script: GameJolt.hasTrophy() condition.
 

ATT_Turan

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No, I think that Else belongs to the If Script: GameJolt.hasTrophy() condition.
Oh, then I retract the point (and have even less idea what the event is doing :wink: ).
 

Shaz

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If the switch is causing the problems, what else do you have that uses that switch (events AND plugins)?

If you turn off all plugins except this one, does the issue still happen?
 

PlugSock-et

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If the switch is causing the problems, what else do you have that uses that switch (events AND plugins)?

If you turn off all plugins except this one, does the issue still happen?
Well, all other trophy events. I got told on a different forum that i shouldn't do that, and should somehow implement the pop check in its own common event. I did try making a pop check switch for individual events but that didn't work.
 

PlugSock-et

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For one thing, off the bat, there's no reason for your second conditional.

Getting rid of the event commands in the middle, you're doing this:
If Pop Check is ON
...
Else
-If Pop Check is OFF
This is pointless, this code can only be seen if Pop Check is OFF. This will always be true.

That wouldn't make your event glitch, but it's some extra layers to read/troubleshoot through. :smile:

In the event you posted, which are the wait commands that are getting skipped?

And why are you moving the same picture to the same place three times? I see the third time is fading it out, but the first two commands look identical.
That pop check is there so if a player moves into a new area, the trophy notif doesn't get stuck on screen.
 

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