Counting Steps - Am I missing something?

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Started by Dymdez 8 posts View original ↗
  1. Hi.. I setup a control variable steps = GameData > Other > Steps

    Why does my variable always equal 0? I have it on parallel process....

    Shouldn't this be mindlessly simple? :)
  2. Screenshot?
  3. Well, its just an event that runs at the start of the game parallel process

    it has 2 lines

    control variable 38: steps = Steps

    Control self switch A = ON

    then it switches to page 2
  4. OK -- nvmd, I see the problem.. I need a common event that is always running to keep track of the steps taken everywhere. One of the problems with my event above is that I switch the page, but that only fixes one problem (the other being that it wont check the steps when i exit the map)

    nvmd sorry, false alarm, thanks
  5. yeah, if the event is on the map then it will only work on that map...
  6. I need a common event that is always running to keep track of the steps taken everywhere
    If yes then here's the easiest, the fastest, the shortest way, No need damn variable, no need damn common event.

    $game_party.stepsThat line will always give you the current total of the player's steps. It's a lot more practice than  use common event to keep tracking player's steps. By default the VXAce already do that for us :) Just call that line from script call and you get what you want.
  7. If you need the variable to constantly update (because it's constantly being used), put it in a parallel process Common Event (this requires a "Condition Switch" - pick a switch that is ALWAYS set to ON) and it will run on every map.

    However, more likely you only need to check the player's total steps at certain times.  Simply set the variable immediately before you need to check it in an event.  This will allow the game to run much more smoothly, compared to the above.
  8. If you absolutely MUST put it in a parallel process common event (you would only want to do this if you have the variable being used in a condition on an event page - in the top left section above the sprite), put a Wait 20 Frames after it. You are not going to take a step on every single frame, so you don't need it checking 60 times a second, and as mentioned above, it'll cause lag.