Call common event before every map event activation?

??????

Diabolical Codemaster
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Try this...

class Game_Event  alias :start_comevv :start  def start(*args)    if trigger_in?([0,1,2])      $game_player.set_char("$bugwalk",1,2,$game_player.direction)      $game_player.restore_char    end    start_comevv(*args)  endendEdit : Ninja'd :0

Edit 2:

Does set_char return self? Then you could do something like...

Code:
class Game_Event  alias :start_comevv :start  def start(*args)    if trigger_in?([0,1,2])      $game_player.set_char("$bugwalk",1,2,$game_player.direction).restore_char    end    start_comevv(*args)  endend
 
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Geoff Moore

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Okay, with a bit of fiddling this is pretty much working! I think. I mean, the script Shaz wrote works perfectly, its just all my other clunky eventing trying to mess with it. Anyway, I think all I need from you now is another script that runs after the events affected by the above script finish processing that simply sets a switch (number 14 in this case) to false. And then I might be done!

Thanks for bearing with me!
 

seita

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I can swear that we can probably solve whatever the problem is with no scripting necessary if we knew what you're trying to do and why you're trying to do it.
 

Geoff Moore

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I'm making idle animations for my main character, and I can't use either of the existing scripts I could find to do this because of the way my game uses other character animations. So I've basically made my own clunky as hell event system. The thing is it's now working pretty much perfectly, I think it literally just needs a switch turning off at the end of every event, but I don't know how to do it.
 

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