I'm having some auto event trouble. I was testing out some coding the other day. In a town, I set up 2 auto events that were going at the same time. 1 was used to check various variables, like whether the party had reached the airship (aka, warp event, by which I mean a normal event shaped like a warp point, on/off), which buildings were needed to be "on" (aka, turning on/off various events shaped like buildings), and whether to play a cutscene and which one at that. the other auto event was to increase the character's STR, DEF, MAG, and MDF by 5 each (this was the start of the game). When I playtested it, everything went to hell and back. All the buildings (and NPCs) that were to turn off did as they were told, burt the warp event was still there. I went into the player's menue screen, and thwe character's stats hadn't changed. Also, when I exited the menu, the warp point dissappeared.
What did I do wrong?
What did I do wrong?





button to continue to the next screen? Well, the REASON it was clunky was precisely because of what nerd god mentioned in his post. When I set the minigames to auto, so you DIDN'T have to press a button every time, half the time, the event would not go to the next mode unless you went to the pause menu and exited out of pause. It would just get stuck and keep repeating whatever was in that particular mode. And even if it DID go to another mode after pausing and unpausing, half the time, something else was wrong...like it didn't take a variable change into account or something.

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