Hunger system ...

● ARCHIVED · READ-ONLY
Started by sura_tc 7 posts View original ↗
  1. Heya.

    Following this tutorial for VX, I recreated an identical events for MV.

    It woks, soft of. The issue is that I cannot stop counting "Steps". I do not want the hunger system active all the time. I want it to be active on select maps only, like the world map and dungeons.
    And because step counting is a parallel process, even if I halt the common event, the step counts keeps going up and mess up the system if it's halted and resumed.

    So, here is my question. Is there any way to initiate selective step counting?

    Or

    Do you have any idea that could be used as an alternative way to step counting?

    Thanks for your time.
  2. A parallel process common event is an event that runs on the background, again and again, so even if you halt it, it will run again.
    The only way you can deactivate a parallel process common event is to deactivate the switch it needs to be active. So simply where you don't want the steps count, simply deactivate that switch.
  3. I've deactivated the switch but the step count is still moving up. The issue, I think, is with the nature of "Step" data. It's like play time data. It counts regardless whether it's assigned or not.
  4. Oh, I see. I didn't check that vx tutorial.
    You'll have to event it manually then.
    I'll give you a hint, but won't say 100% exactly how to do it, I'll only give you a basic structure how you can event ithe mechanic.
    1. set two variables as current X and Y of the hero.
    2. check if X or Y is different from previous X and Y.
    3. If yes, increase a variable "steps" by 1.
    4. Set the previous X and Y to be equal to current X and Y.
    Wait command for 1 frame so that the game doesn't go crazy.
  5. I am assuming you are tracking initial position of a character and if it's different, it's adding a point to a variable, aye?
  6. Exactly.
  7. Should work in theory. I will sit on it for a while.

    Thank you.

    Edit: Result

    It works. Thanks, @Poryg