[RMVXAce] an event affected by a script isn't triggering properly

Jericoshost

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Ok so what I've done is I made a script which resets events by turning off their self-switches.


The script works perfectly so far, but now I am having an issue with a door I made.


The way the doors I made work is: Door 'A' initially rolls a variable. Then uses a conditional branch (A set of three to be exact) to choose a self switch based on this variable. The self-switches each have a tab which has it's own transfer player event. and this leads to the door being randomized.


And because it is a tab on it's own, it stays the selection until reset through a script.


Then an event with a script inside resets the event. So far it's working perfectly (The script and Door 'A' anyways), however the problem starts with door 'B'


Door 'B' is set to Auto-Run, and has a set of conditional branches (Which is decided by the previous variable) which each activates a self switch. The self-switch activates a tab which allows the player to return to the previous room (Which was randomly selected).


So what I do is go through door A, then door B and back out Door A. I run the script and Door A resets perfectly.


However upon trying to return through door B, it hasn't reset and returns to the room chosen the first time.


It isn't re-reading the variable for some reason? It is  resetting when I turn off Auto-run, but it still re-reads the old variable...


I would like to try and have all the doors in the game be randomized by the same variable to reduce load on the system and make things easier to keep track of. So I am trying to avoid having to write out a brand new variable for each set of random doors if possible.


Any help would be appreciated.


And note: As far as I can tell the script is not the problem, so I didn't post it under scripts.

Errorstuff.png
 

Andar

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Please give all screenshots, you didn't give the most important screenshots of the door event (the higher the page number, the more important is a page, because highest pages take priority). So what could happen here is simply that one of those pages with higher page number is active and overriding the pages you displayed.


Also, please don't combine screenshots into a single picture - that makes them unreadable small on the forum
 

felsenstern

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Couldn't find the error in your screenshots, but a few things I would do different. Unless you have something more in mind, I wouldn't use tabs for the different transfers. Instead I would move the transfer command into the conditional branches. That way you could remove the tabs from ev01 and ev02, also the autorun from ev02 and the selfswitch reset scripts completely.
 

Jericoshost

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Please give all screenshots, you didn't give the most important screenshots of the door event (the higher the page number, the more important is a page, because highest pages take priority). So what could happen here is simply that one of those pages with higher page number is active and overriding the pages you displayed.


Also, please don't combine screenshots into a single picture - that makes them unreadable small on the forum


I wasn't aware of page numbers dictating priority. Is there a way around this?


As well. all the unshown pages are identical to the page in the top right corner of the image.


And I didn't want to post 8 images when 6 would be identical. Most forums have rules against posting more than one picture.


Sorry I was mistaken about that rule.

Couldn't find the error in your screenshots, but a few things I would do different. Unless you have something more in mind, I wouldn't use tabs for the different transfers. Instead I would move the transfer command into the conditional branches. That way you could remove the tabs from ev01 and ev02, also the autorun from ev02 and the selfswitch reset scripts completely.


The problem is I want to use the same variable to randomize multiple doors. When an event page is run it looks through the available conditions, so each time the player goes through a different door it would cause the previous door to lead 'back' to a different room. This would make the map have no solid layout, as doors that should lead back to the morgue would suddenly lead to patient records or some such.


If I have the transfers set up in different tabs it seems to save it and should reset each time the script is run.


The first door resets completely, but the second one (The one leading back) isn't for some reason. It only 'semi' resets. It's odd.


Thank you for the replies though. I've gotten an Idea I'm going to try, an auto run event that activates if a switch is on?
 

felsenstern

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We get our experiences always on our own with tons of trial and errors and many "Aaaahs" on our way, so good luck with it ;-).
 

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