Help with a custom event

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Started by cthulhusquid 15 posts View original ↗
  1. I am currently working on an event that gives your character mutations depending on how much current mana (in my game, mutagen) they have (they would gain one every 100 mana and lose it when they go under that amount, for instance). So far, I have made it work perfectly for only one character at a time, although not for multiple characters all at once. When I tried that, 3 of the mutation states get added onto the first character, and none will get added to the other character when I try it on them. The included demo demonstrates what is supposed to happen if it works correctly.

    Demo:

    http://www.mediafire.com/download/stap12p9s32i58m/Mutation+Demo.exe

    (Edited because the first link got broken somehow, and those weren't really helping anyway)
  2. Well, the mutations all get applied to the same character because you're telling it to. Look at all your Change State commands - you specify which character the state applies to.
  3. Your problem is the change state command - if your states are always added to the first actor, that is because that actor is the target of your change state commands.


    Unfortunately your screenshots do not show how you want to apply the states to a different actor, it has everything fixed for the actor [Rexalus].


    There are two possible solutions - one is to use conditional branches around different change state commands (very tedious if you have a lot of actors).


    The better one is to use a variable with an ID to target the change state command, but for that you need to know how to select an actor ID with a variable. With this solution, you need to change all the state commands in your event to the variable solution, and add a command to set the target actor ID into that variable at the beginning of the event.
  4. Wow, you demo is 180+ MB to download. It doesn't provide much info on your eventing.

    Judging from your screenshots, I agree with Shaz. And to add-on to his comment, you also need to specify the individual characters that you are checking on in your multiple branches, while applying the states to those characters.

    So if you have 3 characters, you need three separate conditional 'trees' like what you have there for each character.
  5. The demo was the size it was because it has the RTP. Anyway, I have already tried specifying different actors with the change state command and making completely separate events and switches for them, and those didn't work. This demo (no RTP) shows what goes wrong (I added another actor and gave him a completely separate page, and changed the state targeting accordingly).

    http://www.mediafire.com/download/tlj8bdtbpyvqq1o/Mutation+Demo2.exe
  6. I'm sure most people here will already have the RTP installed in their computers. It is hard to download large files when you have a limited monthly quota coupled with slow internet connections.

    Also, when I said that your demo does not provide much info on your eventing, it is because you have encrypted it (even the second demo). No one will be able to check on how you have created your event, variables, conditions, etc., and therefore will not be able to pinpoint where the problem is.

    We are pretty much running on assumptions and speculations on what each other are trying to say.
  7. No worries, cthulhusquid.

    Basing off the common events you have created, you will have to create separate switches for each character.

    Example :

    For common event 2 :

    - change all 'switches' to '0003 : EricMutated'.

    For common event 3 :

    - change all 'switches' to '0004 : TerrenceMutated'.

    This will allow for separate characters to obtain mutation separately. However, there are still a few issues left with these events.

    1) The player does not necessarily obtain the items for each mutation,

    2) The character(s) involved tend to maintain their states even when their MP drops below 100,

    3) This eventing does not allow for more than one state to be applied to a character at any given time, even though their MP goes to 200 & above.
  8. I tried what you said, and it partially worked (it only gives the actor 1 state like it's supposed to), but regarding the issues you listed:

    1. This is really strange, I'm not getting any of the items even though I should.

    2. This hasn't happened when I have tested it.

    3. I am planning for a random state to be added at 100mp intervals, all the way up to 900mp. The event in the demo is only for the 1st interval.
  9. I also find it odd that issue 1 is occurring, even in the original demo. I will test out the event further when I get back.

    Regarding issue 2, if you increased both actors' MP to 100 which causes them both to mutate, and then bring both of their MPs back to zero, one of them will retain their state. I will test out the event further when I get back.

    For issue 3, if you have a proper eventing branch already thought out, I will not touch further on this matter.

    Edit : I have moved your events around in your demo. I have uploaded it for you to check out.

    https://www.dropbox.com/s/p2znprzecm5xxph/Mutation%20Demo3.rar?dl=0
  10. I not quite sure what you did (still examining it), but somehow you made it work! Quick question, though. In order to make the other mutation tiers, would their individual eventing go directly after the previous tier's eventing?
  11. It is a bit difficult for me to explain, that was why I decided to link the demo with the adjusted events instead.

    I will try to work out a way to explain it, but it seems to be something to do with the engine's logic and the way events are handled.

    Regarding the other mutation tiers, they would require a bit more work as you would have to check for the previous mutation(s) and make sure that they are not applied twice (making it look like no mutation happened).

    If you can allow me one or two days, I will re-edit your demo again and come up with an explanation as to why it is done in such a way.

    Just for reference, are you planning to apply MP continuously while walking, through items or through events, as they would have slightly different eventing style.
  12. It would be just through items.
  13. I have created the mutation up to the third tier. I have added two new items with the same effects and two new conditional branches based on your original. Take note that my eventing is just one of the ways to do it. Download from the link and check it out :

    https://www.dropbox.com/s/38sqdrqg3vioxj9/Mutation%20Demo3.7z?dl=0

    Just to inform you that the gradual step down process of removing mutation one by one is not yet completed due to time constraints. As it stands, it will remove all states and items at a go when the actor has less than 100 MP.

    I have left the last two mutation tiers for you to try to create.

    If you understand the concept, you should be able to create the tier process for removing mutations as well.

    If you are still having difficulty with it, please let me know.

    Edit:

    I have split up the events in the common event section so that you can analyze the conditional branches easier and the randomization event. The mutations are attainable and reversible up to the third tier. I have left the remaining two tiers for you to try out.

    https://www.dropbox.com/s/8qj1zn2pyp2vbc1/Mutation%20Demo3%28edited%29.7z?dl=0

    Regarding the unobtainable items in the first version of your demo, the common event was set as a parallel process and theoretically did not allow the conditional branches to process the item acquisition in a timely manner. It only processed item acquisition once every two times the conditions are met. The process for obtaining items and the process for states infliction are written differently.
  14. Thank you so much for all the help! I'll take awhile to analyze the eventing and implement the rest of the tiers. If I come across any more problems, I'll make sure to let you know. :D