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    Two big, BIG troubles!!!!!

    Hello, there, guys. It`s been a while since the last time I posted here. Hope all of you are allright. Well, the reason of my post is to ask you if anyone can find a solution to my problems with the Val-Conditional Branch and with a character battle.

    First, the V-CB: I made a character called Yaya and made this Branch: Val-conditional Branch; Internal Variable; Yaya; Variable 01; 4 options. Then I put the values: 0 to Op1, 1 to Op2, 2 to Op3 and 3 to Op4.

    Option 1:
    Storyteller-"meeting Yaya"
    Increase Internal Variable-Yaya-1

    Option 2:
    Display Message-"I need that blood..."

    I`ll leave this at this point because it`d take long if I put all the branch. The problem is that I talk to Yaya and activate the first Option, triggering the Storyteller, but doesn`t trigger the Option 2 (although I made Op1 increase the value of the branch by 1 to do it). So, the question is...what the hell am I doing wrong?


    Now the Character battle: I made a character to fight with in order to continue the story. I gave him a class, and used the program of JPS to calculate his stats with my character`s. Everything seems to go right...until I playtest the game. That character is supossed to be just a transition, nothing important.......BUT HE KEEPS KICKING MY BUTT!!!!! He is too fast and attacks 5 times in a round. His attack also make a great damage to my characters (despite the stats I gave to him) and always kills them. But the worst thing is my chracters can`t hit him or can`t deal any damage.

    Please, tell me what to do. I`ve planned my characters to fight other characters, but if I have troubles figthing with a poor character, what I`m gonna do with the others?

    Thanks to everyone that can help me.
    Last edited by Auron; 05-25-2007, 04:47 PM.
    "This...is MY Story..."

    #2
    Re: Two big, BIG troubles!!!!!

    Hey Auron,
    It's nice to see you on here again.

    RE: VAL-Conditional Branch

    First,

    In order to get the second branch of the Val-Conditional branch to start, you know that you'll have to press your button on the character again, to trigger it to begin, right?

    If that's not the problem,

    I would suggest just verifying that the Variable that is used for the branch and the Variable that is being increased are the same one. (Internal Variable - Yaya - 1) I once got stuck and ended up kicking myself because I had input the wrong variable to modify. Anyway...

    If that's not the problem,

    During playtest, after speaking to the character for the first time, press "Start" to verify that the variable has actually been modified. If it has been modified, then...hmmm.

    Try these suggestions out and let us know what happens.
    Last edited by Pagerron; 05-25-2007, 05:06 PM.
    " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

    Comment


      #3
      Re: Two big, BIG troubles!!!!!

      As far as the Value-Conditional Branch, I'd like to see the whole thing. For now, if you have the room, if you expect the result in one part of the branch to translate into activating a later part, I would separate it into four 2-way val-cond. branches.

      Branch 1: If Variable is 0, run the script. Leave the second option blank, or do something ridiculous like "if variable is 9999, do nothing."

      Branch 2: If Variable is 1, run the script. Leave the second option blank, or do something ridiculous.

      So on up to Branch 4 with "If Variable is 3."

      I think what was happening was that in a Val-Cond. Branch, it will run ONE (if any) element of the branch, then break out of the branch immediately.

      Therefore, another option would be to duplicate the "Variable is 1" branch inside the "Variable is 0" branch, if the "Variable is 0" branch will always make the variable increase to 1. However, this way is probably more complicated.


      As far as the battle problems, the best solution is usually to play around with it. It sounds like the enemy's speed (Agility stat) is simply way too high (I assume you didn't give him the Swift trait, did you?). So, reduce that enemy's speed. I generally try to keep character/enemy speeds within 50% of each other, though I have made exceptions for particularly fast or slow enemies (or characters). Play around with it, and make sure you check out the formulas for damage calculation. Consider changing the effectiveness of armor for your characters. Can anyone confirm that the Luck stat does not effect hit/miss chance?
      EDIT: Pagerron sent me this very helpful link, which actually shows that luck probably DOES have an effect on hit/miss chance. Thanks!! http://www.pavilionboards.com/forum/...wpm&pmid=21803
      Last edited by Wavelength; 05-25-2007, 06:29 PM.


      How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

      "I live and love in God's peculiar light." - Michelangelo

      Comment


        #4
        Re: Two big, BIG troubles!!!!!

        Just thought I'd add that you need to make sure you are using "=" for the branches, not ">=" or "<=".

        Other than that, it seems like you did everything right. As Page said, you do have to press the button again to activate the next branch; it's not going to automatically switch it for you. If you want it to be automatic, I have two suggestions...1) Use the "I need the blood" in the same variable branch, or use an event transition, which will automatically switch to the next event without you having to hit a button.
        Last edited by Perversion; 05-25-2007, 07:04 PM.

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          #5
          Re: Two big, BIG troubles!!!!!

          Regarding the character battle... Is JPS's program geared toward balancing the heroes against monsters or characters? Or both? Characters can become exceptionally stronger than monsters if you equip them with weapons, armor, and accessories. Monsters do not get the benefit of such items. If your opponent character is equipped with even the weakest possible weapon and armor, that will likely skew it in his favor (compared to whatever local monsters you've balanced the heroes against).

          Comment


            #6
            Re: Two big, BIG troubles!!!!!

            Thanks for the answers guys, but....it still doesn`t work...

            With the Val-conditional branch, I did almost everything that Pagerron and Wavelength suggested me, except the last advice from Pagerron. What I did at the beggining was to put a Val-conditional branch inside another Val-Conditional branch. I checked that the Variables were right and I used the = between branches, like Perversion said. But I still can`t find the problem. I finally decided to use the "Modifying Mode" way to solve it, although I know it will consume a lot of memory. However, I`ll try that last advice of Pagerron.

            With the character battle, I haven`t tried out Crythania`s suggestion. I`ll try it as soon as my sister stops watching TV. If that doesn`t work, I think I`ll give up. No matter who low his level is, no matter how low his stats are, no matter how high my characters stats are...He always manages to avoid the attacks and kill my characters...
            I also removed his class, but it seems that doing it crashes the game.
            I don`t know what to do...It drives me MAD!!!!!!

            If anyone finds another solution for this, he`s more than welcome. Pagerron, Wavelength, Perversion and Crythania, Thank you again for your answers. See you soon.
            Last edited by Auron; 05-25-2007, 07:59 PM.
            "This...is MY Story..."

            Comment


              #7
              Re: Two big, BIG troubles!!!!!

              It's been my experience that using modes near the beginning (1,2,3, etc) do not cost as much, memory-wise as going to a new mode near the end (modes 16, 17, 18, etc). Also, if you do not plan to use the 2D character models during conversations, if the character is only saying a piece of dialogue as opposed to using a bunch of code, it saves memory to put what he needs to say in that event box in the initial screen 5 (or six...I forget how many screens therer are in character creation) of creating a character (the option where you can control the character's movements, gestures, etc-there is a box for dialogue there) rather than opening up the mode "code" screen and using a message display.
              Last edited by Perversion; 05-25-2007, 08:11 PM.

              Comment


                #8
                Re: Two big, BIG troubles!!!!!

                Auron,

                Don't give up on the Val-Cond branch.

                It's got to be something that's just being overlooked. Why don't you just type out the event code exactly and post it here. That way we can work on checking out the cause of this dilemma together. I'm sure we'll be able to help you if you're willing to do this.
                Last edited by Pagerron; 05-25-2007, 10:05 PM.
                " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

                Comment


                  #9
                  Re: Two big, BIG troubles!!!!!

                  I was perusing this thread, mulling over the Val Condition Branch problem, and Boo ya! Pwned! Here's what I did.

                  Originally posted by Auron View Post
                  Thanks for the answers guys, but....it still doesn`t work...

                  With the Val-conditional branch, I did almost everything that Pagerron and Wavelength suggested me, except the last advice from Pagerron. What I did at the beggining was to put a Val-conditional branch inside another Val-Conditional branch. I checked that the Variables were right and I used the = between branches, like Perversion said. But I still can`t find the problem. I finally decided to use the "Modifying Mode" way to solve it, although I know it will consume a lot of memory. However, I`ll try that last advice of Pagerron.
                  My memory may be playing tricks on me, but I seem to remember that certain things that are changed while an event is playing do not take effect until after the event ends. I'm trying to conjure up an example. I'm pretty sure I've seen this before. I just can't place where.

                  In any event, you don't even need a Val Condition Branch for values 0 ("meeting Yaya") and 1 ("I need that blood"). "I need that blood" is always going to happen after "meeting Yaya". Put it right after "meeting Yaya", and after that increase the variable by 1. Right after that, modify to mode 2 and place everything else that happens in Mode 2. If "I need that blood" is meant to happen every time you activate the event until the variable is increased to 2, just recreate "I need that blood" in Mode 2. If memory is an issue, and it probably is, try two Val Condition Branches back to back.

                  Val Condition Brach - Int Var Yaya - 2 Options
                  . Option 1 - =0
                  . "Meeting Yaya"
                  . Increase Int Var by 1
                  . Option 2 - =1
                  . [Blank]
                  Val Condition Branch - Int Var Yaya - 2 Options
                  . Option 1 - =1
                  . "I need that blood"
                  . Option 2 - =2
                  . [Blank]
                  Val Condition Branch - Int Var Yaya - 2 Options
                  . Option 1 - =2
                  . [Whatever happens here]
                  . Option 2 - =3
                  . [Whatever happens here]

                  Separate Val Condition Branches do not conflict with each other. It may be the case that the variable is not being increased until the computer is finished running the first branch. If you have a second branch inside the first, and the second branch has a condition that is changed by the first... That's a lot of conjecturing there. I turned on the ol' PS2 and did some simple tests in a matter of minutes. Here's what I did.

                  First, I did the four-way Val Condition Branch as outlined in your first post.

                  Attempt #1:

                  Val Condition Branch - Int Var New Chara 14 - 4 Options
                  . Option 1 - =0
                  . Message "A"
                  . Increase Int Var New Chara 14 by 1
                  . Option 2 - =1
                  . Message "B"
                  etc

                  Went to playtest. Doesn't work. Got to A. Didn't get to B until I talked to the person a second time.

                  Attempt #2:

                  Val Condition Branch - Int Var New Chara 14 - 2 Options
                  . Option 1 - =0
                  . Message "A"
                  . Increase Int Var New Chara 14 by 1
                  . Val Condition Branch - Int Var New Chara 14 - 2 Options
                  . . Option 1 - =1
                  . . Message "B"
                  . . Option 2 - =2
                  . . [Blank]
                  . Option 2 - =1
                  . [Blank]

                  Doesn't work. I get to A, after which I cannot get to B at all.

                  Attempt #3:

                  Val Condition Branch - Int Var New Chara 14 - 2 Options
                  . Option 1 - =0
                  . Message "A"
                  . Increase Int Var New Chara 14 by 1
                  . Option 2 - =1
                  . [Blank]
                  Val Condition Branch - Int Var New Chara 14 - 2 Options
                  . Option 1 - =1
                  . Message "B"
                  . Option 2 - =2
                  . [Blank]

                  Boo ya! I get to A and then immediately get to B without having to initiate conversation again.

                  Originally posted by Wavelength View Post
                  Therefore, another option would be to duplicate the "Variable is 1" branch inside the "Variable is 0" branch, if the "Variable is 0" branch will always make the variable increase to 1.
                  This is a worst case scenario! I cannot get to B under any circumstances. Do not put a Val Condition Branch inside another one if they are both operating off the same variable. Keep 'em separate.

                  A suggestion: "I need that blood" sounds like a side quest or something. Create a "Quest Journal" in a house or location that the player always has access to. Have it say "Yaya needs blood" when Int Var Yaya = 1. Wouldn't hurt to point out where Yaya is, too. "Woodsburg, near the chapel", for example. Help your player keep track of what he needs to do. If there are quests too numerous to fit into 50 lines of code, have the "Quest Journal"'s Mode 1 transition to a potted plant (Mode 1), and have the potted plant transition back to "Quest Journal" Mode 2. This will allow for a fluid display of everything we need to do. Put the potted plant in a corner and hem it in with decorative pots so the player can't access it.

                  Comment


                    #10
                    Re: Two big, BIG troubles!!!!!

                    Now that was a GREAT POST, Crythania!!! Nice job. I'm glad you're here with us bro. Yay for the Pavilion RPG Maker 3 Community!! I don't know if sequential variable branches (based off of the exact same variable) within the same line of code has ever been discussed before. Yeah, say that three times fast.

                    ----------------------------------------------------------
                    Funny that, in this particular case, we could get the same result by programming in the event code:

                    -Message A
                    -Message B
                    -Increase Int Var New Chara 14 by 1

                    with no branches at all.
                    --------------------------------------------------------

                    I can definitely see a good use for having multiple branches like this though, especially in a game programmed to have multiple outcomes that depend on player choices.
                    Last edited by Pagerron; 05-26-2007, 09:32 AM.
                    " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

                    Comment


                      #11
                      Re: Two big, BIG troubles!!!!!

                      All right, Crythania. Right now I`ve to work, but I`ll try this out tonight and tell you if it worked. I`ll also post what I did at first to be sure that I was wrong.

                      Actually, the "I need that blood..." message is part of the story. That`s why I needed an answer. I still haven`t done any sidequests. I`ll make them at the end of my game using the memory that is left.
                      "This...is MY Story..."

                      Comment


                        #12
                        Re: Two big, BIG troubles!!!!!

                        Originally posted by Pagerron View Post
                        Funny that, in this particular case, we could get the same result by programming in the event code:

                        -Message A
                        -Message B
                        -Increase Int Var New Chara 14 by 1

                        with no branches at all.
                        I was thinking the same thing. I was wondering why we need this convoluted VCB. While I was pondering the situation, I arrived at this conclusion: This is a character who the player can talk to at any time. We are introduced to Yaya in "A", a storyteller. Then we are meant to immediately see "B", where Yaya "needs blood". The object here was to increase the variable to 1 (the condition for displaying "I need blood") and immediately get that message while still being able to get that message if we talk to Yaya again. It stands to reason that Yaya is going to say "I need blood" until you give it to him/her, at which point the variable should be increased to 2. At that point, we move on to the next thing Yaya wants (or whatever happens in the third VCB).

                        If we do it the way you outlined above, we'll need to duplicate "B" in a VCB. Otherwise, nothing will happen if you talk to Yaya a second time (there would be no code that runs if the variable=1). I was discussing this in the second paragraph of my previous post.

                        Comment


                          #13
                          Re: Two big, BIG troubles!!!!!

                          I DID IT!!!! I REALLY DID IT!!!! I FIGURED OUT HOW TO SOLVE MY F#~$ING PROBLEM!!!!!!! It was so simple that I felt like an idiot when I discovered it.
                          Trying to remake my Branch in order to explain you how I wanted to work with the VCB, I figured out that I just increased the values a bit more than I needed. I`ll show you. First, I make a caracter called Fulano and make this event:

                          -New;Control; Val-Conditional Branch; Option 4.

                          In the VCB menu:

                          Internal Variable (Fulano)

                          Variable 01

                          Value=Specified Value-0
                          Value=Specified Value-1
                          Value=Specified Value-2
                          Value=Specified Value-3

                          then...

                          Option 1:
                          -New; Display; Message Display; "This is just a test. Now IŽd be able to say something else"
                          -New; Property Control; Increase Int. Var.; Fulano; Variable 01; 1

                          Option 2:
                          -New; Display; Message Display; "It worked!!! The variable was increased!! Now for the third message."
                          -New; Property Control; Increase Int. Var.; Fulano; Variable 01; 1

                          Option 3:
                          -New; Display; Message Display; "Yessss!!! We reached the 3rd Option!!! Now the 4th one should led us to the 2nd VCB."
                          -New; Property Control; Increase Int. Var.; Fulano; Variable 01; 1

                          Option 4:
                          -New;Control; Val-Conditional Branch; Option 2.

                          In the VCB menu:

                          Internal Variable (Fulano)

                          Variable 02

                          Value=Specified Value-0
                          Value=Specified Value-1

                          Then...

                          Option 1:
                          -New; Display; Message Display; "If you read this, you reached the 2nd VCB."
                          -New; Property Control; Increase Int. Var.; Fulano; Variable 02; 1

                          Option 2:
                          -New; Display; Message Display; "CONGRATULATIONS!!!!! YouŽre a master using VCB!!!!!"
                          -New; Control; Event Ending.


                          That`s what I did...AND IT WORKED PERFECTLY!!!!!!! There I realized that increasing the Variable`s value means increasing it by 1 each time. I proved with Yaya and worked as well as with Fulano. So that`s the way I solved the problem.

                          Hope this will be useful to those that don`t know how to use VCB yet...like me

                          I want to thanks Crythania for being so cool and trying to help me.

                          And Pagerron, who asked me not to give up and keep trying...THANKS A LOT!!!!!
                          "This...is MY Story..."

                          Comment


                            #14
                            Re: Two big, BIG troubles!!!!!

                            Nice. That's great Auron. Yay! It's so cool when you get a grip of how variables work. You may never go back to modes again (well, maybe sometimes) .
                            " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

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                              #15
                              Re: Two big, BIG troubles!!!!!

                              I like modes a lot better than variables. It saves space so I can use the variables for better things.

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