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Issues with conditional branching

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Issues with conditional branching
  • Original author: Weremole
  • Original date: January 22, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/issues-with-conditional-branching.55423/
  • Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker VXAce Support

Summary

Hello, I used RMK back when it was pirated software so I'm a bit behind on the logic of the branches. It's even more embarrasing since I got the thing I'm working on to work a month back before erasing it thinking there was a better way. What I'm doing is making an item similar to the Holy Water in Dragon Quest. You know, wards enemies off based on party level versus area level. I have assigned the "encounter half" and "no encounter" to states, I even made a common...

Archived First Post

Hello, I used RMK back when it was pirated software so I'm a bit behind on the logic of the branches. It's even more embarrasing since I got the thing I'm working on to work a month back before erasing it thinking there was a better way. What I'm doing is making an item similar to the Holy Water in Dragon Quest. You know, wards enemies off based on party level versus area level. I have assigned the "encounter half" and "no encounter" to states, I even made a common event that counted down to auto removal.


Now when I'm trying to receate it I can't . I suppose I could simply use one of the encounter modifying scripts out there. But these conditional nesting things still bug me and I could use a refresher on the subject since no tutorial seems to explain how the various "Equal or Less Than" comparisons actually work.


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