How do I make a *Control*-Variable count steps.

● ARCHIVED · READ-ONLY
Started by Jonnyfreedom 7 posts View original ↗
  1. First off, I don't know If I'm posting in the right place, please forgive me if I'm not.

    ... Now then, my problem is, is that Control-Variables have a random function but not a step function that activates my desired result (AKA poison cures after 100 steps.)

    I don't know how to write the custom script in the very bottom box (below random and such) that will count the player steps before the switch can work. My Desired result is for an event to be self switched from nothing to A, then after 100ish steps (depending on the event in question) the self-switch A being toggled off, thus reactivating the first event page of the event. So I can rinse an repeat the process over and over. (AKA minning a rock, or farming according to a number of steps)

    And, finally. Thank you for taking your time to read this, I really appreciate it.
  2. Where is this "very bottom box (below random and such)"? Where is "random"? Are you talking about Autonomous Movement? You don't use that to check conditions and change self switches.
  3. I meant Control Variables. Im sorry.

    I made a work around in the mean time. I added 3 different pages in an event. After the normal event (page 1) works (aka finishing minning the mineral), i made self switch A turn on. Which triggered page 2 (by only being activated by having self-switch A on) to say the message "The minerals have been depleated". Afterwards (still in page 2) have the second page (after text) turn the self switch B on (Thus activating page 3, with the page only activating by Self-Switch B on). The third page then had a wait time that will work in the meantime, with the wait script function. In addition to the 3rd page I added a Control *Variable* (IM sorry for saying control event) that's set to random 1 ~ 100. When the number is hit according to the Control Variable's random number set. It turns of A and B self switches off. This somewhat gets my desired result for the game feel like the mineral "refreshes". Also, this allows a rinse an repeat of the mineral node to be mined, but having a cooldown to mine the minerals again which allows for multiple rocks. (Page 1 works by Player action, Page 2 works on Auto-Run, and Page 3 works on parrellel process to cycle through the random number lotto to have a chance over and over to have the mineral "refresh" over a matter of time.)

    I would still like to use steps instead of time, that would be awesome, but In the mean time, this works.

    To answer you where this "Box" was, it's under control-variables, when making an event (Tab 1 of event commands, under Game Progression). Im sorry if I miscomunicated information.
  4. If I understood right what you want is:

    "Control Variables" > "Game Data" > "Other" > "Steps"
  5. OHHHHH man! I thank you so much! Can't believe I missed that Option! Thank you so much Cadh! You helped me SOOOO much!
  6. Glad I could help.
  7. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.