Battle Event: Turn 0 + 1 * X

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Started by Liak 10 posts View original ↗
  1. Hey! :)

    I have a question concerning battle events. If I want an event to take place at the start of each battle turn, do I really have to use two event pages? Because, right now, if I have it run with the condition "Turn 0 + 1 * X", it only runs on turn 1 for some reason, but never again. It doesn't even run on turn 0 (the turn before the actual battle, so to speak).

    Is there something I am missing? Is there a way to make it work without having two pages ("Turn 0 + 0 * X" and "Turn 1 + 1 * X", which seems to work)?

    Kind regards

    Liak
  2. turn 0 + 1*X should be once every turn - either one of your scripts is interfering, or you have an error in the span of the event...
  3. I have no scripts installed in the project. The span is set to "Turn".
  4. Did you try 0 + 1*X as Andar said?


    That's NOT the same as 1 + 0*X
  5. Yep, it's "0 + 1 * X". Maybe it's a bug, but maybe I am just too stupid. :/
  6. Well, not a bug. Are you SURE you haven't added any scripts? Did you delete your second troop event while testing?


    One tab.


    Condition: Turn = 0 + 1 * X


    Span: Turn


    If I put a Show Text command, it shows the message on every single turn for me.


    If I uncheck the "When the end of the turn" box, it shows the message at the beginning (can't recall if it was before selecting actions, or after selecting and before executing). If I check that box, it shows the message after everyone had performed the selected action.


    When does it run for you, and when doesn't it run?


    Are you aware that end-of-turn actions will NOT be run once the battle has been won? So nothing will happen if you defeat all the enemies on a turn.
  7. Here is a screenshot of what I have.



    It does run on turn 1, 2, 3, ..., but doesn't run on turn 0. If I put "Turn 0 + 0 * X", it does run on turn 0 (but not on other turns, of course).
  8. Turn 0 is pre-battle, that condition has a few special effects to allow the user to set data before the battle is completely initialized.


    This means that turn 0 is even before an event set to the beginning of turn 1 (both those events would be before any action happens in the battle)


    Do you really need the event two times before the first battle action is executed?
  9. Yeah, actually, I need to manage a few things even before the player can input any actions. And I need to manage things at the start of every turn. It's no big deal if I have to use two event pages, but I was curious if I'm doing something wrong. :) If this is just how RPG Maker handles those events, it's alright.
  10. This is why

    class Game_Troop def conditions_met?(page) if c.turn_valid # Number of turns n = @turn_count a = c.turn_a b = c.turn_b return false if (b == 0 && n != a) return false if (b > 0 && (n < 1 || n < a || n % b != a % )Last line, explicit case where turn 0 simply does not get executed if you have the second counter specified.Honestly I would just remove that n < 1 because it's meaningless. If you don't want it to start on turn 0, then just make sure that the first counter is not 0.

    Questionable design. I don't see any valid reason for this.