Inserted conditional branches that triggered depending on Day #, player can't move during Day 1

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Started by KitKatPattyWhack 12 posts View original ↗
  1. I have one event that controls all the cutscenes that will occur when the player is in the designated map, but when I started making event pages for cutscenes on different days then I can't proceed at all.

    At first, I focused on transferring the player to class, leading the player back at home, sleep, and then transfer to class again to trigger a different cutscene on Day 2.  The problem is now that I have a conditional branch that triggers the cutscene when Day # variable= 2, and had set the Day 1 cutscene as an autorun conditional as Day #= 1 but the player doesn't move.  I added a self-switch, but it doesn't work anymore.  I tried a conditional branch within conditional branch where one event page goes through each scenario until it meets the branch that fulfills the condition, but that doesn't work.  I don't know if I'm supposed to have one event page controlling all cutscenes that trigger for each day or have separate cutscenes per day.  I tried a lot of combinations, but the screens below are what it is now and it doesn't work. 

    A lot of tutorials cover day/night cycles and stuff, but I haven't seen any that covers day-to-day events.

    School event Day 2.jpg

    School event pg 1.jpg
  2. The "Autorun" trigger disables player input until complete and also loops unless you stop it with something like a switch to another page or an Erase Event command.
  3. Cadh20000 said:
    The "Autorun" trigger disables player input until complete and also loops unless you stop it with something like a switch to another page or an Erase Event command.
    I know I previously asked about an autorun problem before, and now it's fixed so each day goes by with a different event.  The basic way to understand how autorun events work is that it's best to have one autoevent run at a time?  For the purposes of a day-to-day story progression, is it better that I create individual switches for each day so if Day 2 is supposed to take place, then I turn off the "Day 1" switch and turn on "Day 2"s switch?
  4. You simply need a variable that keeps track of days... That will be more suitable than switches since you will only need 1 variable compared to 1 switch per day
  5. Sorry, I have never set up a day to day system before. I've got to implement one for my current project, but I still need to figure out how.
  6. Engr. Adiktuzmiko said:
    You simply need a variable that keeps track of days... That will be more suitable than switches since you will only need 1 variable compared to 1 switch per day
    I had a thing where every time the player goes to bed, then the variable "Day #" would add by 1.  The problem is that I don't know if I have to make an event per day, multiple conditional branches in one autorun event with standard self switch page like:

    • Conditonal: If Day # == 1
    • Conditional: If Day # == 2
    Or one event with multiple pages.  I tried the 2nd and 3rd methods with no success.  EDIT: Another problem I have is that the variable conditions in the condition section only has "Variable ... is n or above", so I tried the autorun with conditional branch and it's not working.
  7. Can you post screenshots of what you've tried?

    For maps that will only have a few day events, a one page autorun event using conditionals might be a good idea...
  8. Engr. Adiktuzmiko said:
    Can you post screenshots of what you've tried?

    For maps that will only have a few day events, a one page autorun event using conditionals might be a good idea...
    Here's what I have in the attachments.  The "Switch day event' is the current one I'm using that actually works.  One that isn't on here is that I have 2 event pages per day with Self Switch A turned on to end it.  I just read that the highest numbered page will be checked first, so that would mean the scenario-ending "Self-Switch A is on" condition would be skipped at first and the first cutscene page will be triggered.  When I have pages 3 & 4, does that mean the 4th page with "Self switch A is on" requirement prevents my Day 2 cutscene in the 3rd page from activating?

    Switch day event.jpg

    Conditional branch within conditional branch.png

    Conditional branches on the same indentation.jpg
  9. Depends, the way it works is:

    Check Highest Page

    Can it work? 

    If yes, use that page

    If not, go to a lower page then repeat checking process
  10. Engr. Adiktuzmiko said:
    Depends, the way it works is:

    Check Highest Page

    Can it work? 

    If yes, use that page

    If not, go to a lower page then repeat checking process
    So I placed the first two days with two pages each in the same event.  It works in the sense that I could have multiple days in one event, but it only works when I have switches on instead of the variable.  With switches in place, the order goes Day 1, self switch A, self switch A, Day 2- does the pattern work like that?
  11. It should work with variables too, can you post a complete screenshot of that new one?
  12. Engr. Adiktuzmiko said:
    It should work with variables too, can you post a complete screenshot of that new one?
    I tried the same method except it goes "Self-switch A, Day 2, Self-switch A, Day 1" with no conditions, autorunning with conditonal branches "If variable Day # = n".  The Day 1 event works as the highest numbered page, but then it loops itself despite a self-switch turned on.

    EDIT: I stopped the looping by making the "Day 1" page come before its self-switch page, but Day 2 doesn't activate with placing it before or after its self-switch page regardless of changing it to self-switch B.

    Conditional variable autorunning backwards.jpg