So, the player has a conversation with an NPC. At the end of the conversation, the player is transferred to another map where there are 2 events. The first is set to Autorun with no Conditions. It goes off and another conversation happens. The other event is also set to Autorun, but has a Condition where Variable #10 must be 3 or higher. However, as soon as the first Autorun is complete, the second one runs even though Variable #10 is at 0. I have no idea why this is happening.
I've tried going back and setting Variable #10 to 0 in the events during the first conversation. But the second event still runs. I've also tried changing Variable #10 to a completely different number and the second event still runs.
Can anyone give me some advice on something to check? What am I doing wrong?
Problems with Variable Condition & Autorun
● ARCHIVED · READ-ONLY
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Either you have a script that automatically uses that variable (check your script configurations, a lot of scripts permanently connect themselves to variables and you need to reserve those variables to prevent them from being used in your events), or you have an event (probably one on parallel) that changes that variable, or your event contains bugs.
If you don't find other scripts or events using variable #10, then please post screenshots of your event pages and we'll look if there are any bugs there. -
Hi, just wondering if you are using VX or VX ACE?
Regarding your problem, could you check if you have any of the following :
1) Another autorun event on map that sets the variable 10 to 3 or above;
2) A common event with a parallel process trigger that sets the variable to 3 or above;
3) A map/common event that keeps 'adding' to variable 10 rather than 'setting' a constant number.
4) Change your variable to other than 10;
5) Failing to find any of the above, a script you could be using may be interferring with that particular variable.
- You could either try to remove your scripts one by one (individually) and see if the problem stops; or
- Change your variable.
If any of these fails, perhaps you could upload a sample of your project along with your scripts so that we can have a look at your problem. -
Use debug (F9) after the second event autoruns. See what's really in variable 10.
Either (as Andar said) something is updating that variable that you're not aware of (adding scripts and not taking the time to study them and see if they use variables or switches is a common cause of this issue), or you've got an extra page on the event with the same commands, but no conditions, so it's making THAT page active and not the one with conditions as you think.
Note, when determining which page to run, RPG Maker starts with the HIGHEST numbered page and works its way backwards until it finds one with no conditions, or one with conditions that are all met. So if you set up the event with no conditions just to test it, then copied that away into a higher-numbered page and added a condition to the lower-numbered page, the higher-numbered page with no conditions will always be the one that's active.