[2K3] STEPS ISSUES

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I brought this up some time ago, but don't remember when or where, and can't seem to find it. Anywho, there is an issue with all of my common events/abilities which derive from counting how many steps the player has taken. Due to the nature of teleport events, they count as +2 to the steps taken for some reason, and in all cutscenes the steps will continue counting up (this was to be expected here). I was given a solution of making a variable or something to turn off the events while teleporting or while the cutscenes are occurring. While I haven't tested this with cutscenes, I have with teleporting, and setting my variable to 1 (so that the events will not work) before the teleport event, then teleporting, then setting the variable to 0 (so that the events trigger again) doesn't seem to work.

Is there any sound way to handle this? I mean, I COULD just let the player reap the benefit of the steps taken during cutscenes and teleports, but it seems like it can easily be abusable.

List of events affected by this:

1) MP Stroll (Unique to one character, in which she gains 10% Max MP back every 25 steps taken. While teleporting won't affect it TOO much, it can be an issue if someone figures out that that works and uses it to abuse it. Granted, that'd take a while to abuse but nonetheless. Steps taken needs adjusted at a later date).

2) Accessory that gives 1 yen every step. This isn't an issue with teleporting either, but in cutscenes it can add quite a bit of money more than likely.

3) Steps Taken for the Traveler ability. This one I don't know if it'll super affect or not (Traveler deals damage to all enemies based on a specific formula depending on the number of steps taken and another number, and doesn't reset the formula at all when used in battle).


So yeah...thinking on it, it might NOT be a big deal, but thought I'd ask for insight on this and the simplest way of dealing with it?
You could just minus 2 points at the end of each teleport event and -x points at the end of whatever cutscene (count the steps taken manually then just deduct them from the main total.)

Of course, I'm assuming you're using a variable to keep track, yes? Then just do that. Should work.

If you're not doing that then it might be that you deduct the gold after each teleport/cutscene manually from the 'kitty'. Same as above, calculate how much money was generated during the teleport/cutscene and just take it away from the total.
I'm not keeping tracks of how many steps are being taken during a cutscene at all. I'll have to do that manually (yes though, for the three events up above, I do have a variable keeping track of how many steps are being taken. The third one quite literally keeps tracks of the steps in total).
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Well, for the teleport, you can handle it in your event that counts steps, instead of editing all your thousands of teleports across the game.

After the common event has figured out that the player's coordinates have changed, check to see if the player's map ID has changed. If it has, don't increase the steps like you usually would.

Cut scenes are probably the harder ones. I would probably turn on a switch at the beginning of each cut scene and turn it back off at the end. And then make your mp stroll and gp stroll common events only happen if the switch is turned off. Unfortunately, I can't think of any way to automatically detect whether a particular movement was caused by a cut scene or by manually walking around.

(You probably already have a switch like this that you use to turn the mp stroll and gp stroll abilities off when the player is in safe areas that don't have random battles. You can use the same switch if so. You should really do that if not.)
Thing is, I've also checked if it happened in the same map with teleporting, which it does. So regardless of if it's the same map or a different map, it will add +2. Doing the player's map ID will work for when it's not on the same map aye, but dunno if that works for on the same map?

I figured having the variable be set to 1 during cutscenes and set back to 0 afterwards would be enough, and then having each of the 3 common events that's determined by amounts of steps only work if the variable is set to 0.

EDIT - The three events are just ran as Parallel Processes with no Trigger Switch. Should've probably said that actually. ^^:
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
A teleport that leads to the same map as you're already on? For what, teleport mazes? Ugh. Whatever, I guess. Well, you're moving way more than 2 tiles, so honestly it's probably fine. But you could check and make sure that the difference between the previous x-coordinate and the new x-coordinate is exactly 1 instead of just checking that the two coordinates are different, I guess.

author=Xenomic
I figured having the variable be set to 1 during cutscenes and set back to 0 afterwards would be enough, and then having each of the 3 common events that's determined by amounts of steps only work if the variable is set to 0.
Yeah, that'll work.

The fact that the parallel process has no trigger switch isn't relevant at all; a conditional branch inside the event does the same thing.
Sometimes I have several maps in one map (for instance, interiors of buildings and such). I didn't feel like making new maps just for them so I cheaped it out and did it that way. ^^;
I assure you that your step counter is even less accurate than you think. Don't display it to the end user and just accept that it will be slightly skewed.
The user doesn't get to see it (unless they notice how much their money goes up or how much MP Patchouli gets back from MP Stroll). It really doesn't seem less accurate really, since I checked at every moment I could to see what it is (every step I took, it always increased by 1. Every teleport it always increased by 2, which confuses me as to why it does THAT of all things).
Your common parallel event should only start on a switch. Call it... countSteps, and only if it is ON, the Parallel event will happen.

Turn it off whenever there's a teleport event or custcene stars and back ON once all of them are done.
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