VERY COMPLETED EVENT, NEED TO ADD SOMETHING

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what this event does at its core;
if switch type1 is ON
turn type1 is OFF
choose random variable from 0 to 1
if random variable is 0
turn switch type2 ON
if random variable is 1
turn switch types3 ON

if switch type2 is ON
turn type2 is OFF
choose random variable from 0 to 1
if random variable is 0
turn switch type1 ON
if random variable is 1
turn switch types3 ON

if switch type3 is ON
turn type3 is OFF
choose random variable from 0 to 1
if random variable is 0
turn switch type2 ON
if random variable is 1
turn switch types1 ON

what the switches does is makes a specific type of point collectible
if switch type1 is ON then point type1 is collectable, and so on

but I need to stop the event from turning switch type* on if point type* have been collected 10 times. if point type1 has been collected 10 times then it wont turn switch type1 ON anymore.

Would be easy if the whole thing was not randomized. But it is, after 5 points of any type is collected the event chooses a switch type* to be turned on which is not already turned on, if switch1 is on it would either turn switch2 or 3 ON. So there is no telling which food type* would be collected for the 10th time first.

Put a label at the bottom of the event.

Throw in branches that say "IF var is 10 or more, then jump to label".

Get it?
author=Link_2112
Put a label at the bottom of the event.

Throw in branches that say "IF var is 10 or more, then jump to label".

Get it?
I get it. But just realized its more complicated. there are 10 of each types of points. It changes point type* collectable after 5 points are collected regardless of type, assuming there is enough of other types left.

Lets say the games went like;
process 1: collect type1
process 2: collect type2
process 3: collect type1 (after this type1 should no longer be collectable, 5 of type 1 have been collected at process one and then again at process 2. So its all gone and should no longer be collectable)
process 4: collect type 2 (after this only type 3 should be collectable, because it is the only one left, but since 10 of it is still left, type collectrable should not change after 5 points)

Or it could be more like:
process 1: collect type1
process 2: collect type2
process 3: collect type1
process 4: collect type3 (after 5 points of type3 type2 has to be collected, as type collectable should change after 5 points if possible, and it is the only other type left)

I will try to rework the whole thing from scratch later. In the meantime if anyone has any more ideas you are more then welcome to share.
If you have a variable +1 for Points Collected it won't matter what kinds of points they are.
If every time you collect something(anything) it does +1, after the 10th one you will use the label jump to end the event.
You can put a second variable for +1 of each specific type of point, while still having the overall +1 to points collected.
author=Link_2112
If you have a variable +1 for Points Collected it won't matter what kinds of points they are.
If every time you collect something(anything) it does +1, after the 10th one you will use the label jump to end the event.
You can put a second variable for +1 of each specific type of point, while still having the overall +1 to points collected.
This is exactly what I have been doing. It does not work :P
You might have made a mistake somewhere, or did something wrong, because logic dictates that it will work. Show your code for that, including the code for event that gives you points.
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