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    Too many auto events...

    Has anyone else had this problem? I had it in Series 3, and fixed it, and now it's happening again in my current work-in-progress. The problem is if you get too many auto-events running in the same (house/town), sometimes, when you go to the debug mode, it'll show you that it is on the current auto event mode, but the auto event does not trigger. I know I programmed it correctly, because, as an example, I made a mode where you select from a list of choices, and then each of those choices goes to a different auto event, all of which were copied from each other, so they contain the same code, just different details (dialogue is different, different variable are increased or decreased, etc). When you pick choice one, the auto event works fine. When you pick choice two, it switches to the auto event mode (4, in this case), but nothing happens. That is, until you bring up the status screen by hitting [] button or bring up the debug menu. When you exit out of that sub-screen, it triggers the event, and everything works fine from that point on. I cannot figure out a way to fix this short of only placing one event that contains auto elements in a house. But combined, I've spent 8 hours programming two minigames in this house, and without a way to copy events, I do not want to delete all my work on one of them. So, *resigned sigh*, I had to type in the instructions to the minigame that's giving me problems that "Sometimes the dealer gets a little incoherent. Check your status screen to jolt him back to coherence if he does not give you your card" or something like that. It's not a bug on my part, although the player might think so. Apparently, RPGM 3 cannot handle too many auto events in the same area (even if they are not all running simultaneously). Anyone else notice this???

    #2
    Re: Too many auto events...

    Now I don't know for certain, but I believe that you can only have one auto event working at a time. And to switch, you would have to switch the mode of that event, (mode 2 would be an auto too), and do "movement" to the same spot.

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      #3
      Re: Too many auto events...

      Hmm...well, only one auto event is running at a time in the scenario above. It's just that, before this, other auto events were running in the same house, and I think this is affecting the current auto event. Seems like a glitch in the software, as I said I've experienced this problem on two seperate occasions now.

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        #4
        Re: Too many auto events...

        I would suggest to just have an event transistion after the mode change on each auto event (except for the last, obviously).

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          #5
          Re: Too many auto events...

          That's an interesting suggesting Hito.

          The only thing similar that's happened to me was when I was trying to figure out switches in dungeons. I set different switches to turn on different auto events. Sometimes, the first one would go off fine, but the second auto event didn't go off even though as you say, the event mode had been changed to the auto mode but nothing happened. Since this was something I was helping someone else out with, I just suggested that he use a "refresh display" to reset the screen to read the auto event. I think that worked, but I can't remember for sure. (Of course that would mean that your screen would go black for every event.)

          Have you tried Hitogoroshi's idea?

          Could you fix this problem in a similar way that you fixed it in Series 1?
          Last edited by Pagerron; 08-28-2006, 10:07 PM.
          " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

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            #6
            Re: Too many auto events...

            It's only the first time you try to make a selection that this happens, not every time, so your refresh display idea might work, as I would put it in the mode that asks you if you want to play the game and hear the rules, not in the actual game itself. And frankly, I've never used event transitions. I've never needed to, and they kind of confuse me.

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              #7
              Re: Too many auto events...

              Well, be confused no longer! Event transistions simply trigger an event at the chosen mode (I'm not sure, but I think they override page conditions. I should test it.) The only thing to remember is that it will switch immediatly, so MAKE SURE THE TRANSISTION IS THE LAST CODE!

              Lemme give an example from my old game:

              There are 4 events that trigger a battle with monsters called chars. Now then, after each battle a variable is increased followed by a branch checking the variables value. If it is 4, it will transistion to an event that triggers the boss battle (I know an auto event would have worked too, but I didn't know it then.) Thus, I do not need to copy the code, all 4 lead to the same event!

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                #8
                Re: Too many auto events...

                To be honest, the only time you want to choose auto events over event transitions is when you have a LOT of event transitions in a row (20+).

                Are you switching the modes so there is only one event set to auto at a time?
                The system may actually be trying to perform two auto-events at a time.

                After reading your first post a second time, I think I know what may be going on. Did you change the add/subtract/modify mode code for each? It may be that all your events are switching the wrong event mode at the end.

                I'll run some simulations some time and see if I can get something similar to happen to me.

                It would certainly be nice to know if there's a bug like this in the system before I get too deep in my own super-complex, largely auto-event driven, game project.

                Edit:
                I just ran a simple test scenario with one character (new char 01) and 4 standard events (new event 01-04).

                The character, when talked to, asked the player to choose a number from 1-4. Each branch had an add mode command for the appropriate event.

                Each event had two modes, the first being a touch-activation mode with no code, the second being an auto-activation mode with two commands: Display message (Displaying the number the player picked) and subtract mode (Setting the event's mode back to 1).

                The event ran without a hitch, so most likely your program has nothing to do with too many events with modes set to activate automatically.

                I just ran a second test.

                This time, same character and two events more-or-less the same modes. I set the character to add mode for both, effectively forcing the system to deal with them simultaneously.

                First I included subtract mode commands in each event. The result was one event followed by the other. Then i deleted the subtract mode events. The result was event 01 occuring three times in a row, then the system's loop detection shut the game down.

                I honestly have no idea what you did.
                Last edited by tjoris9; 08-29-2006, 05:00 PM.

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                  #9
                  Re: Too many auto events...

                  It's just a standard minigame. It is an event, not a person, so the first code has you press the button to activate it, then each choice you go to is an auto event so you do not have to keep hitting the button every time. There was(is) more than one of these (different) minigames in the same house, but the code with the auto events is fairly similar. When you get done with one minigame, and go to play the other, sometimes it will go to the mode of the auto event, but the coding contained within that mode will not trigger. It seems Pagerron had this same problem with his switches/auto events coding. So I know it happens, and it is not due to a problem in how I coded it. It's a quirk in the software.

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