Noobcreator12

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Hello! I have done multiple events by now but for some reason, I can't seem to get this one to work. I tried playing a new a game to see if it would show up, nope nothing. I don't know what's going on. Does anyone have any ideas?
 

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pawsplay

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I'm guessing your variable starts at 0, so the third page always triggers first, causing the first two never to play.
 

CleanWater

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I'm guessing your variable starts at 0, so the third page always triggers first, causing the first two never to play.

@pawsplay Already answered it correctly.
To fix this error, you need to either set your variable to a value less than -400 or change the value of the "Conditions trigger" to higher than 0.
 

Noobcreator12

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@pawsplay Already answered it correctly.
To fix this error, you need to either set your variable to a value less than -400 or change the value of the "Conditions trigger" to higher than 0.
Ok I changed the order and I got to work, but now it's not turning invisible after I cause the redgoodness to be = -400. Is there a specific order I need to have the events in>
 

Trihan

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Is there a particular reason your activation condition needs to be such a high negative value?
 

pawsplay

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What is the third page supposed to do, in your game?
 

CleanWater

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@Trihan and @pawsplay pointed some good questions. We need to understand what you are trying to achieve, so we can help you better.

If you just want to make the event invisible, you could use the Self Switch command. To use Variables, you need to have a particular reason to use certain values.
 

Noobcreator12

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@Trihan and @pawsplay pointed some good questions. We need to understand what you are trying to achieve, so we can help you better.

If you just want to make the event invisible, you could use the Self Switch command. To use Variables, you need to have a particular reason to use certain values.
So in each town, you can either accept a quest or decline it and lose goodness points. There are 4 quests in each town, each have 100 points to either add or subtract from your goodness point and said points can either effect the character associated with said town either positively or negatively.

The event in question is suppose to turn invisible once you reach redgoodness -400 (I see that I could probably change that number as it is awful high.) But it's not doing what it's suppose to or I have the wrong order.
 

pawsplay

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You don't need to make the event transparent if you just make the third page have no sprite and be Below the party.
 

ATT_Turan

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The event in question is suppose to turn invisible once you reach redgoodness -400 (I see that I could probably change that number as it is awful high.)
So I might be misunderstanding still, but wouldn't you want the event to be disappear when your redgoodness is <= -400, not >= -400?

The trick is that there is no event page condition for less than, only greater than. So you would have to change how your alignment system is tracked to make this work correctly. Some possibilities:
- Make it check your alignment and set switches. I'd put this into a centralized common event, then when you want to change it, you set a variable and call the common event. So the event would do something like
Code:
Control Variable -> redgoodness + alignmentChangeAmountVariable
Conditional Branch -> redgoodness >= 400
    Control Switch -> redIsGood -> On
    Control Switch -> redIsBad -> Off
else
    Conditional Branch -> redgoodness <= -400
    Control Switch -> redIsBad -> On
    Control Switch -> redIsGood -> Off
and you could add more checks in between the values, if say from -200 to 200 he's neither good nor bad, whatever. Then all of your map events related to alignment would just check for those switches to be on.

- Change your alignment scale so it's all positive values. If it goes from -400 to 400 now, make it go from 0 to 800, and they start the game at 400. That makes all of your math and existing events work just the same, but you can order your event pages to check the conditions properly.

- Use two variables to check for good and bad, instead of one variable that goes into negatives. That way, your condition for this event page would be redbadness>=400
 

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