Egg Hatching based on steps without script

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Started by KaliYuga 5 posts View original ↗
  1. Hey all, I'm in a bit of a pickle. I'm trying to trigger a step-counting event upon picking up an egg and Falcao's pet servant script, and the event isn't running when I try to playtest it. I've set up a parallel process on my map like so:

    Spoiler
    Screen Shot 2016-10-05 at 10.08.03 PM.png

    The common event it calls is this:

    Spoiler
    Screen Shot 2016-10-05 at 10.11.40 PM.pngScreen Shot 2016-10-05 at 10.11.58 PM.png



    But when I run the event, nothing happens. Any body have any thoughts or other ways I could approach eventing this process?
  2. You've over designed a bit. You can trigger a common event simply flipping a switch, you don't need a parallel process on your map to do it.


    You're calling the 'NewBabyDragon' common event many times per second, and that event is of course calling 'StepsTillEggHatch' just as often.


    All of your values are being reset constantly...


    When you pick up the egg, set your 'Steps' variable (outside of the common event) and turn on the 'WalkingEgg' switch.


    This doesn't require 3 events.
  3. you cannot call a common event that is set to a trigger different than none - your second common event can only be activated by the switch it is set to, not by a call
  4. Thank you both! It's working now!! :)
  5. You also do not need to have a parallel process event that has everything wrapped inside a condition "if item X is in inventory" - Item X Exists is one of the page conditions, so just put it there and ditch the conditional branch altogether.