Problem I'm having parallel processing some boss encounters here.

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So I don't have any real experience with the engine so I'm experimenting by modding some things here and there in existing games. For one title you can battle one of two secret bosses after getting an item depending on the gold you have. I added a third boss and everything about it seemed to be going fine except, after I added it, it eliminated one of the bosses. 

OK so the scripting in the Common Events originally looks something like this:

@>Conditional Branch: Gold is (let's say...) 999 or less

      @>Call Common Event: [bossX]

      @>

  :   Else

      @>Conditional Branch: Gold is 1000 or less

            @>Call Common Event: [bossY]

            @>

        :   Else

            @>Conditional Branch: Gold is 1001 or more

                  @>Call Common Event: [bossX]

                  @>

              :   Else

                  @>

              :   Branch End

...aaand so on until all the branches are closed off. OK so as you see in this set up if you have exactly 1000 gold you will face BossY in this scenario. If you gold in any other quantity at all you will face BossX.

Now here's where I wanted to add in a BossZ, as we'll call him, as a third option and where the problems are arising.

Initially I was having problems adding him in the script to be fightable (is that a word? able to be foug- never mind...), until I did it this way with much success and happiness and all that:

@>Conditional Branch: Gold is 0 or less

      @>Call Common Event: [bossZ]

      @>

  :   Else

      @>Conditional Branch: Gold is 1 or more

            @>Call Common Event: [bossX]

            @>

        :   Else

            @>Conditional Branch: Gold is 999 or less

                  @>Call Common Event: [bossX]

                  @>

              :   Else

                  @>Conditional Branch: Gold is 1000 or less

                        @>Call Common Event: [bossY]

etc. You get the idea. The same except for the added two Conditional Branches at the top. I could now fight my custom BossZ, and could still also fight BossX if I wanted to obtain currency from battles or wherever. 

Problem is: BossY has been eliminated from the picture altogether!

Going in with the monetary conditions required to fight BossY, I get BossX instead. I think I know what the problem here is (putting in BossX ahead as being conditional to 1 or more canceling out BossY's conditional requirements perhaps?) but I don't know how to fix it, or, rather, since this is something I'm adding, how to make all three work at the same time without having to dump out one of them.

I tried other workarounds and I'm not going to type out everything I've tried (I've only tried the logical few I could think of and they didn't work and don't know where to go from there), but they have including fitting in the middle BossY as needing 1000 Gold or more followed by 1000 Gold or less (which no, as I said, does not work).

OK soooooo... basically, how would I script this out in a way to make this work, that is, if it is possible to make it work (and I don't see why it couldn't)? Thanks in advance!
 

Shaz

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Instead of typing everything up, show us screenshots (I know - hard in this case, as you have so many nested branches). We never know if what you've typed is EXACTLY what you've got in your event or not.


If that IS what you've got, exactly, then of course boss Y will never be encountered, because you will either have 0 or less gold, triggering condition 1 (I don't think you can have less than 0 gold, actually), or you will have 1 or more gold, triggering condition 2. What other condition is there apart from 0 or less, and 1 or more? If you have 999 or less, that is still 1 or more, so falls under that condition.


You DO notice, don't you, that your second condition says Gold is 1 or more?
 
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Well I'll reiterate that this obviously isn't all exactly as it is scripted out. This is just an extremely generalized version of it just to give you an idea of what I'm trying to do here. I didn't want to bring up screengrabs only because at this time I'd rather not possibly give out the game I'm trying to mod. So for the purposes of this thread I think you should be able to work with this as just a generic example (the only things that ARE exact are the "0 gold or less" and "1 gold or more" bits).

(I don't think you can have less than 0 gold, actually)
Well no not literally, obviously, but for the purposes of scripting with VX Ace this is the logic I need work with. The idea is, you must have EXACTLY 0 gold, no more or less, to trigger BossZ. And in trying it out it works with flying colors. And I can still get BossX to trigger if I have any currency on me. It's just Mr. BossY that's left the building who I'm trying to get back.

Here, I can screengrab that since this is just what is a general thing that comes with the program:



You DO notice, don't you, that your second condition says Gold is 1 or more?
I do and I pointed that out as being possibly the problem in my post somewhere down below if you look (where I said it may be canceling out BossY's conditional requirements).

So are you saying that there is no way for there to be three at the same time and one must be sacrificed for another? If not then can somebody actually tell me how I'd script this out to get it to work how I want it to (if you want to show me via screengrabs from the Common Events section instead of typing it out that works just as well, I only typed it out because see the first paragraph of this post).
 
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Alright it looks like mystery solved, it was simpler than I thought.

Simply, I just add BossZ and his conditions on the first line of the original script and I can have three bosses now!

So:

@>Conditional Branch: Gold is 0 or less

      @>Call Common Event: [bossZ]

      @>

  :   Else

      @>Conditional Branch: Gold is 999 or less

            @>Call Common Event: [bossX]

            @>

        :   Else

            @>Conditional Branch: Gold is 1000 or less

                  @>Call Common Event: [bossY]

                  @>

              :   Else

                 @>Conditional Branch: Gold is 1001 or more

                       @>Call Common Event: [bossX]

                       @>

                   :   Else

                       @>

                   :   Branch End

So eliminating the "1 gold or more" is really all that it took. I should have thought that if, logically speaking, "999 or less" and "1000 or less" along trigger BossX and BossY respectively, then just putting "0 or less" is all I need to do to trigger the BossZ encounter with 0 gold (and of course keep in the "1001 gold or more" line).

I wish that I could've gotten more direct help with this from the beginning but hey at least I figured it out even if I had to do it on my own (and thus didn't even need to register here in the first place. ;) )
 

Kes

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Just a small additional point.

In the second 'Else' part of your conditional, the condition is that gold is 1,000 or less.  However, as the main part of that conditional is that gold is 999 or less, then your 'Else' can only run if gold is exactly 1000.  If it is even one less, then the first Else runs, if it is even one more then the next 'Else' runs. 
 
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Just a small additional point.

In the second 'Else' part of your conditional, the condition is that gold is 1,000 or less.  However, as the main part of that conditional is that gold is 999 or less, then your 'Else' can only run if gold is exactly 1000.  If it is even one less, then the first Else runs, if it is even one more then the next 'Else' runs. 
I know, that's how it was set up in the first place. "BossX" is the common one you get for having "gold" of most any quantity. The other two are only triggered by having an exact amount (in this case, 0 for BossZ or, for our hypothetical BossY, 1000). So I got what I wanted in the end, thank you. :)
 

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