[ACE] Event 'Comment' Box?

Status
Not open for further replies.

Ruin

Veteran
Veteran
Joined
Apr 26, 2013
Messages
36
Reaction score
0
First Language
English
Primarily Uses
Hey guys.

I'm using Victor Sant's 'Victor Engine - Anti Lag' script and have a question.  It allows you to set an event to always update or never update based on a tag put in the event's 'Comment' box.  Here's the documentation straight from the script:

"# Comment boxes note tags:

#   Tags to be used on events Comment boxes. They're different from the

#   comment call, they're called always the even refresh."

 

Thing is, I'm not sure what it's talking about here.  It explicitly says not to use a 'comment call', but I don't see any 'comment box' on the UI.  The code suggests it's using the 'note' field for the event (which I also don't see).  Anyone have any ideas?  Thanks!
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,367
Reaction score
7,676
First Language
German
Primarily Uses
RMMV
there is an event command "comment". You need to use that command as the first command on the event, and place the tag inside that commands text box.

the second reference is probably a spelling error, from "common event call"
 
Last edited by a moderator:

Ruin

Veteran
Veteran
Joined
Apr 26, 2013
Messages
36
Reaction score
0
First Language
English
Primarily Uses
there is an event command "comment". You need to use that command as the first command on the event, and place the tag inside that commands text box.

the second reference is probably a spelling error, from "common event call"
Yeah that's probably it.  I just ran a test outputting the 'note' value for an event when the event runs and the comment event command is indeed being evaluated as the 'note' for the event (didn't think to do that until after I posted here).  Thanks for the info!  This can be closed. 
 

Zalerinian

Jack of all Errors
Veteran
Joined
Dec 17, 2012
Messages
4,696
Reaction score
935
First Language
English
Primarily Uses
N/A
It's not a spelling error, Victor refers to his scripts use of comments in events to comment calls. For example, in his character control script where you can have different poses for NPCs or the player, you can use put something similar to the following in a comment box:

<event change pose>id: 1 suffix: "dsh"</event change pose>and it'll have the script interpret this. He refers to these as comment calls, because its similar to a script call but with a comment box instead.

But yes, the comment option for events is in the bottom left corner of the first page, near where conditional branch is on the UI.

Good luck with your project :)
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

People3_5 and People3_8 added!

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.

Forum statistics

Threads
105,868
Messages
1,017,085
Members
137,583
Latest member
write2dgray
Top