Okay, I've run into a lot of little issues since my last thread and have so far managed to figure them out for myself. This time though, I'm stumped.
Edit: Right, forgot to mention this is running on RMXP.
I have one parallel process event tracking the coordinates of several other events into variables (Event A), and second parallel process event using those variables as conditional branches to trigger various things when those events are in certain places (Event B). Pretty simple. Except now I'm trying to add a new one and it's ignoring the conditional branch.
The branch basically said When Event 1's X is equal to Event 2's X, check Event 1's Y is equal to Event 2's Y (meaning the two are occupying the same spot). If this is all true, then activate a single switch. Except when I start the game and load the map, the switch turns on immediatly regardless of where Event 1 and Event 2 are.
Here's how i've narrowed it down so far:
1: Checked and rechecked all my variables. Everything matches up fine.
2: Figured maybe Event B could only handle tracking so many conditional branches at once. Copied the conditional branch into a new parallel process event. No luck. Erased it and retyped it out of paranoia. Still no luck.
3: Tried to leave a blank "else" on the two conditions (or alternately one or the other). No luck.
4: Tried setting it to one condition (Event 1's X = Event 2's X), and moving them off the same X coordinate. No luck.
5: Tried Setting condition to a completely different variable. No luck.
6: Tried setting to Event 1's X = 0. No luck.
7: Tried setting to Event 1's X = 99. This time it didn't trigger. Interesting...
8: Set Event 1's X = 1. Again it did not trigger. So... what the heck does that mean??
9: Made a new map and recreated Event's A, B, 1, & 2. Am not running into the same problem at all.
So, TL;DR version: It's ignoring a conditional branch when the condition is a variable set to equal 0 or another variable. Does anyone know what could cause this to happen?
Further Edit: Here's the screenshots.
Edit: Right, forgot to mention this is running on RMXP.
I have one parallel process event tracking the coordinates of several other events into variables (Event A), and second parallel process event using those variables as conditional branches to trigger various things when those events are in certain places (Event B). Pretty simple. Except now I'm trying to add a new one and it's ignoring the conditional branch.
The branch basically said When Event 1's X is equal to Event 2's X, check Event 1's Y is equal to Event 2's Y (meaning the two are occupying the same spot). If this is all true, then activate a single switch. Except when I start the game and load the map, the switch turns on immediatly regardless of where Event 1 and Event 2 are.
Here's how i've narrowed it down so far:
1: Checked and rechecked all my variables. Everything matches up fine.
2: Figured maybe Event B could only handle tracking so many conditional branches at once. Copied the conditional branch into a new parallel process event. No luck. Erased it and retyped it out of paranoia. Still no luck.
3: Tried to leave a blank "else" on the two conditions (or alternately one or the other). No luck.
4: Tried setting it to one condition (Event 1's X = Event 2's X), and moving them off the same X coordinate. No luck.
5: Tried Setting condition to a completely different variable. No luck.
6: Tried setting to Event 1's X = 0. No luck.
7: Tried setting to Event 1's X = 99. This time it didn't trigger. Interesting...
8: Set Event 1's X = 1. Again it did not trigger. So... what the heck does that mean??
9: Made a new map and recreated Event's A, B, 1, & 2. Am not running into the same problem at all.
So, TL;DR version: It's ignoring a conditional branch when the condition is a variable set to equal 0 or another variable. Does anyone know what could cause this to happen?
Further Edit: Here's the screenshots.
The Layout.
Tracker is keeping track of the variables for everything's X,Y coordinates.
Watcher is looking out for when certain events are in certain places and throwing switches as a result.
Fred is an event that's set to walk around the map.
Mook1 is an event Fred is supposed to walk over. When they occupy the same tile the Watcher is supposed to throw a switch.
EV020 is just an event that pops up a marker graphic when the switch I'm working with is active.
http://img89.imageshack.us/img89/387/co ... opynh3.jpg[/img]
Tracker is keeping track of the variables for everything's X,Y coordinates.
Watcher is looking out for when certain events are in certain places and throwing switches as a result.
Fred is an event that's set to walk around the map.
Mook1 is an event Fred is supposed to walk over. When they occupy the same tile the Watcher is supposed to throw a switch.
EV020 is just an event that pops up a marker graphic when the switch I'm working with is active.
http://img89.imageshack.us/img89/387/co ... opynh3.jpg[/img]
This is coding for the Tracker.
http://img123.imageshack.us/img123/565/ ... opybr1.jpg[/img]
http://img123.imageshack.us/img123/565/ ... opybr1.jpg[/img]
This is the coding for the Watcher. The part that's giving me trouble is at the very bottom of the third image, but I put the rest of it up in case someone see's something in there that's messing it up.
http://img123.imageshack.us/img123/8382 ... opybx2.jpg[/img]
http://img123.imageshack.us/img123/289/ ... opyid1.jpg[/img]
http://img143.imageshack.us/img143/6023 ... opyjn9.jpg[/img]
http://img123.imageshack.us/img123/8382 ... opybx2.jpg[/img]
http://img123.imageshack.us/img123/289/ ... opyid1.jpg[/img]
http://img143.imageshack.us/img143/6023 ... opyjn9.jpg[/img]
And this is what happens when I playtest.
http://img227.imageshack.us/img227/109/ ... opyya8.jpg[/img]
http://img227.imageshack.us/img227/109/ ... opyya8.jpg[/img]