EVENT PROBLEM
Posts
Pages:
1
Right so I'm still working on my accessory leveling system (not too far from finished now) but I've run into a slight problem.
The event below increments an accessory's level by 1 when it's experience meets or passes the desired experience 'barrier' integer (specified in variable 0043). Another parallel process event checks what the accessory's level is and assigns event 0043 the appropriate experience 'barrier' for that particular level.
This works going from level 1 to level 2, but for some reason doesn't work going from level 3 to 4 onwards. The barrier doesn't reset and I can't figure out why.
Variables
0034: Holds the level for a particular accessory (in this case the 'fire' one)
0025: Holds the experience for the currently equipped accessory.
0043: Holds the amount of EXP required to advance a level.
Sorry if that's a pretty rubbish explanation, trying to get my head around the thing often proves difficult.
The event below increments an accessory's level by 1 when it's experience meets or passes the desired experience 'barrier' integer (specified in variable 0043). Another parallel process event checks what the accessory's level is and assigns event 0043 the appropriate experience 'barrier' for that particular level.
This works going from level 1 to level 2, but for some reason doesn't work going from level 3 to 4 onwards. The barrier doesn't reset and I can't figure out why.
Variables
0034: Holds the level for a particular accessory (in this case the 'fire' one)
0025: Holds the experience for the currently equipped accessory.
0043: Holds the amount of EXP required to advance a level.
Sorry if that's a pretty rubbish explanation, trying to get my head around the thing often proves difficult.
you dont need to "assign" an experience barrier, instead try using conditional checks on the barrier integer.
Hmm, I tried that and I could even advance from 1 to 2, although maybe that's because of a conflict in another parallel process. Surely it doesn't matter how the barrier is assigned though, it shouldn't make a difference, it'd still be working off the same integers. They just wouldn't be held in a variable.
Why do you need a level placeholder? Couldn't you just use the experience variable?
Example: Call a common event for whenever hero receives item exp, if var 25 (item exp) is greater or equal to var 43 (exp leveling amount), then show "LEVEL GAINED" text and do your stat buffs or whatever. Then manually raise var 43 to the next leveling amount.
Or hell, get rid of var 43 and just set static number benchmarks to meet for each level, and have var 25 check against that static number. Variable confusion is probably the problem.
Example: Call a common event for whenever hero receives item exp, if var 25 (item exp) is greater or equal to var 43 (exp leveling amount), then show "LEVEL GAINED" text and do your stat buffs or whatever. Then manually raise var 43 to the next leveling amount.
Or hell, get rid of var 43 and just set static number benchmarks to meet for each level, and have var 25 check against that static number. Variable confusion is probably the problem.
Even taking that problem variable out of the equation hasn't helped. Still won't advance past level 2. It just seems to ignore the instructions after a certain point in the event for no reason at all.
EDIT: I suppose I could put the events and everything into a blank project if anyone'd be willing to have a look and see what a mess I've made of it.
EDIT 2: I found the problem: I screwed up the conditional branching. What a newb.
EDIT: I suppose I could put the events and everything into a blank project if anyone'd be willing to have a look and see what a mess I've made of it.
EDIT 2: I found the problem: I screwed up the conditional branching. What a newb.
Pages:
1