A bit of help needed with events...

#1
I've been havin a bit of trouble with some events so I'll describe what it is I'm tryin to do.

Each time the player levels up they have a choice to choose an extra point for str or mag. I can never get ‎  the events correct cause they always end in an infinite loop. I then got a better idea and tried to give the player an item so they could use in on a “trainer†‎ NPC (so the events wouldn't be needed on every map) and yet again, another infinite loop of endless items. (Well, 255 of them, lol) ‎ 

If anyone could understand my ramblings could you help me? I'm still learning the events still, lol. ‎ 
Yeah, I'm still around. I haven't much to say anymore however I do lurk around here. Ninja
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#2
ok, lets see if we can pin down the two problems. ‎  i definitely think your second option is going to be much easier to handle for you in the end game because each map with the event on it will not be affected by the 'leaf' of an event that progressed from another map...easily anyways.

but here goes:

scenario 1 - level up event

im gonna guess...but im assuming your event is setup for 'when player level = x' with an always on event? ‎  and the trigger fires some sort of conditional statment to choose either one stat or the other. ‎  the problem you are likely seeing is you are not moving the event forward one leaf upon completion..its imperative that whenever a leaf is complete you end it with a 'move this event forward one leaf' so that it goes to a blank leaf that does nothing eventhough the condition of the event is met (in this case, player level = x)

the trouble youll have with this event in the long run is if you move the event of one map forward, the events on the other maps that are similar, in search of a specific level, will not have move forward, so when the player enters each map they would then be prompted to choose their stat. ‎  a way around it would be to create the event master requirement as "when player level =x) and then make it so the first leaf requires a counter to be less than 0 ( counter number < 0)...so this means when the player selects the stat increase, the event leaf should do two things, change the counter to some number above 0, so no matter what map the player is on the event doesnt fire again, and it should also move that event forward one leaf, just to be safe. ‎  this should fix the problem of infinite looping and/or getting the event on every map when you dont want it to.

scenario 2 - using an item in an event.

ok, youre getting the 255 items in your inventory probably because you set the item itself up as consumable and you put a leaf in the event that also consumes the item. ‎  when you do that, SOM will populate the item back to 255 when its used because youre telling the system to actually use two of the item when you only have 1. ‎  so what you want to do is make the item non-consumable in the item editor (in case the player uses it in the wrong place its not gone forever) and then rely on the event to consume the one item when its used in the proper scenario.

hope that helps, let me know if that isnt ample clarification ;)
- Todd DuFore (DMPDesign)
Site Founder
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