EST - Build And Decor EX

estriole

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 ■ Information      ╒══════════════════════════╛
 EST - Build And Decor EX
 Version: 1.6
 By Estriole
 File name: EST_Build_And_Decor_EX.js

 ■ Introduction     ╒══════════════════════════╛
    Conversion of my EST - BUILD AND DECOR SERIES script from ACE.
 Mainly this script make you can have 'decoration' item that you
 can place to customize your map. if you're using my EST - EVENT SIZE AND TRIGGER
 plugin... you can also make the decoration as building. this plugin also include
 EST - DECOR MOVEMENT conversion from ACE instead making it separate plugin.
 thus this plugin named: EST - Build And Decor EX

 ■ Features         ╒══════════════════════════╛
 - bind 'decoration'/'building' to item.
   it's actually event in template map.
 - you can separate decoration by category. ex: building, wall, furniture, etc
 - you can move the decoration freely using parallel event page and selfswitch

 ■ Changelog       ╒══════════════════════════╛

 old changelog in spoiler

   v1.0 2015.11.10           Initial Release   v1.1 2015.11.12      add documentation on how to use this.isAnyEventOnSelf()
                           also minor bugfix on that method to recognize Through event.

   v1.2 2015.11.23      add mouse detection for decor move:
                           Left mouse click => set event movement to that coordinate
                           Right mouse click => cancel decor movement. set selfswitch cancel
                           (so you can create event page to delete the event and give item)

   v1.3 2015.12.08      > add method to check event in xy have certain name or not.
                        > add method to return list of all event in current map that have certain name
   v1.4 2015.12.14      > fix when canceling placing decor will open up menu
                           > fix incompatibility with EST - EVENT SIZE AND TRIGGER which not
                           erasing master event size
                           > add plugin parameter to set delay for decor movement (15 is recommended)
                           > NEW DECOR MOVEMENT which more fluid with mouse. but also support touch screen.
                           which also support placing item from common event (see demo - 'table' item is reworked)
                           but if you prefer old decor movement just set in the plugin parameter.
v1.5 2015.12.18      > NEW DECOR MOVEMENT now also check moved event SIZE...
                           so if the moved event size is placed in 'unplaceable' coordinate...
                           we won't be able to place the decoration.
                           to set size to moved event... add the comment tag in the parallel process
                           containing the decor movement command.
                           > add Region Limit to decor movement... now you can make Pokemon Center
                           only movable to region 100.
                           > when decoration/building cannot be placed... it will make it semi transparent.
                           so you have some visual help on where you can place your building.
                           i once want to color the decoration red... but chrome doesn't support it.
                           > fix bug in decor move plugin command.
     v1.6 2015.12.27      > Removed Plugin Parameter... now it always use neo movement...
              also remove keyboard support since computer will have mouse and phone have touch screen.
              change the behaviour... right click press (move event to mouse pos)...
              right click release (place event in location)... so it should be more touch screen
              friendly now.
              > rework how the parameter for decor movement passed... old method still work
              but there's new method that added...
              > ability to set mapLimit for decor event. so you can only place it in certain map
              > ability to ignore map passage... so now we can build shipyard at the shallow water
              read 5.b in how to use...
 

 ■ Plugin Download ╒══════════════════════════╛
Download

Demo

 ■ ScreenShot ╒══════════════════════════╛
thanks for makeratore for creating this gif's to show decor movement at work.



 ■ How to use       ╒══════════════════════════╛

Open the spoiler Below (it's quite long)

 1) Make Decoration Item
 create an item in database... give it notetags:
 
 mandatory: <decor_map: mapId> <decor_id: eventId> <decor_type: type> 
 optional:

 <decor_xmod: x> <decor_xmod: y> change mapId => your template map id... you can have more than 1 template map
 change eventId => event in in your template map you want to place as your decoration
 change type => any string to mark the decoration type.
 change x => to any number of tiles you want the new decoration to shift it's placement.
              positive value = right, negative value = left
 change y => to any number of tiles you want the new decoration to shift it's placement.
              positive value = down, negative value = up
 

 <decor_xmod: x> <decor_xmod: y> will be ignored if in your decor selection call you add posfix value
 (it will be placed in posfix coordinate instead)

 example notetags:

 <decor_map: 8> <decor_id: 12> <decor_type: Building> <decor_xmod: 1> <decor_xmod: -1> the item is listed in decor selection for "Building"
 when that item is selected in decor selection...
 it will grab event from map 8 event id 12
 and place it in the position of event that called it
 but will shift it x by 1 and y by -1

 2) Giving Decoration Item to player...
 just give the item using event command / monster drop / anything

 3) Placing the Decoration using Decor Selection
 plugin command

   DECOR_SELECT decortype delete? posfix or script Call

     this.decorSelect(decortype,delete?,posfix) mandatory:
 decortype => will only list item with the decortype in script call this require
               you to pass a string... so wrap it in "". in plugin command
               it's not necessary. since all become string in plugin command.

 optional:
 delete? => delete the calling event / not. true = delete, false = don't delete.
            if you don't fill it... it will defaulted to true
 posfix => array containing [x,y] coordinate of where the new event placed.
            if you using this the <decor_xmod: x> and <decor_ymod: y>
           will be ignored... since the event will be FIXED to placed in that coordinate

 you can choose to not using the optional parameter. just don't fill anything and it works

 Some example:

 Plugin command:     decor_select building Script Call   :     this.decorSelect("building"); 
 yes the DECOR_SELECT is not case sensitive... i make it caps above so people read it better.
 will list all item which have <decor_type: building> (not case sensitive. so BuIlDiNG works fine)
 

 Plugin command:     decor_select building false Script Call   :     this.decorSelect("building", false); will list all item which belong to building type. also will NOT delete the calling event

 Plugin command:     decor_select building false [10,3] Script Call   :     this.decorSelect("building",false,[10,3]); will list all item which belong to building type. also will NOT delete the calling event
 and will PLACED the event at x = 10, y = 3 coordinate

 4) Removing Decoration
 plugin command:

     REMOVE_DECOR mastermap masteritem xmod ymod or script call:

    this.rmvDecoration(mastermap, masteritem, xmod, ymod) ALL is optional:
 fill this parameter only if you want the deleted decoration REPLACED by other event.
 for example replace the event to event that call decor_selection again.

 mastermap => map id for event which will replace deleted event
 masteritem => event id for event which will replace deleted event
 xmod => when placing replacement event it will shift x tiles from deleted event position
          positive value = right, negative value = left
 ymod => when placing replacement event it will shift y tiles from deleted event position

 it's optional so you don't need to fill it
 
 examples:

 Plugin command:     remove_decor Script Call   :     this.rmvDecoration(); will delete the decoration and that's it.

 Plugin command:     remove_decor 8 3 Script Call   :     this.rmvDecoration(8,3); will delete the decoration and replace it with event from map 8 event 3

 Plugin command:     remove_decor 8 3 6 7 Script Call   :     this.rmvDecoration(8,3,6,-7); will delete the decoration and replace it with event from map 8 event 3
 and shift x by 6 tiles to right and shift y by 7 tiles above

 5) Moving Decoration
 make a page in existing decoration event. make it activate when selfSwitch C activated
 (you can change the selfSwitch in plugin parameter. but C is the default value)

 change it to Paralles Process. and make sure it's same as character priority
 you can add the plugin command / script call in the event page.

 plugin command FORMAT:

    DECOR_MOVE selfSwitchEnd cancelSelfSwitchEnd regionLimit or script call:

    this.decor_move(selfSwitchEnd, cancelSelfSwitchEnd, regionLimit); ALL parameter is optional

 selfSwitchEnd => the selfswitch (default 'C') value when the decor move ENDED.
                  true / false.

                  it depend on how you set the event page...
                  > if decor movement placed in an event page that have selfSwitch C = ON as condition
                  and your "other" page is in page without condition. so you want selfSwitch C => OFF
                  at end of decor movement... use false.
                  > if decor movement placed in an event page that have no condition and the "other"
                  event page is the one with condition selfSwitch C = ON. so you want selfSwitch C => ON
                  at end of decor movement... use true.
          > after adding decor auto move feature... i decide this become false if you don't
          specify it (turning off the selfswitch)

cancelSelfSwitchEnd => selfswitch (default 'B') value when the decor move CANCELED
                  true / false.
          > by default it will become true if not entered...
                  the decor move can be cancelled using escape keyboard button, or right click mouse button.

regionLimit        => limit the region where you can PLACE the decoration / building to certain region only
                  useful to make building that can be placed in 'shallow water only' such as shipyard, etc
                  or limit where you can place your building...

example:

 Plugin command:     decor_move false true 100 Script Call   :     this.decor_move(false, true, 100);  will move the decoration... when the decor movement end... it will flip selfSwitch you set in parameter to false (OFF).

  if decor move canceled. it will flip selfswitch cancel (default 'B') to true.

  and decoration only able to be placed on region 100

 Plugin command:     decor_move true Script Call   :     this.decor_move(true);  will move the decoration... when the decor movement end... it will flip selfSwitch you set in parameter to true (ON).

  if decor move canceled. it will flip selfswitch cancel (default 'B') to true.

 Plugin command:     decor_move Script Call   :     this.decor_move();  if you didn't fill true / false like above... it will defaulted selfswitch C to false
  and selfswitch B to true.
 

 5.a) YOU CAN make the event automatically enter movement mode (selfswitch C ON) by calling this
 BEFORE you call decor selection
 Plugin Command: DECOR_START_AUTO_MOVE
 Script Call   : $gameSystem._decorStartMove = true;

 5. B) THIS SCRIPT CALL / PLUGIN CALL can be called BEFORE decor_move plugin command to
 modify the decor move behaviour. it will override the setting you passed on decor_move:
 Plugin Call:

 DMSelfSwitchEnd false    > true / false
Code:
 DMCancelSelfSwitchEnd true
    > true / false
Code:
 DMRegionLimit 22
    > change 22 to region id you limit the event to be placed
Code:
 DMIgnoreMapPass true
    > true / false
      if true it will ignore map passage and allow you to place event on wall (unpassable terain)
      now you can build a shipyard and place it at shallow water
Code:
 DMMapLimit [6,12]
    > change [6,12] to array of map id you allow the event to be placed.

 Script Call:
Code:
 $gameTemp._DMSelfSwitchEnd = false;
    > true / false
Code:
 $gameTemp._DMCancelSelfSwitchEnd = true;
    > true / false
Code:
 $gameTemp._DMRegionLimit = 22;
    > change 22 to region id you limit the event to be placed
Code:
 $gameTemp._DMIgnoreMapPass = true;
    > true / false
      if true it will ignore map passage and allow you to place event on wall (unpassable terain)
      now you can build a shipyard and place it at shallow water
Code:
 $gameTemp._DMMapLimit = [6,12];
    > change [6,12] to array of map id you allow the event to be placed.
  6) HAVING Event on Top of other event... and you don't want event below it to activate.
 example case: you place a table. then place a vase on top of it. you want vase to activate while table is not.
 in table event page use conditional branch: script:

 this.isAnyEventOnSelf() if true do nothing...
 if false (means there's nothing on top of it): place your event command if there's nothing on top of it.
 example you can remove the table, etc. which you don't want to trigger if there's vase on top of table.

 7) some script call to use in conditional branch:

 $gameMap.isXyHasEventName(name, x, y); will check x y coordinate. does it have event with that name.
 if found it will return true. if not found it will return false
 name could be string or regExp (if string it will be case sensitive)
     example:

     $gameMap.isXyHasEventName("Red Roof Building", 2, 2);     will return true if in coordinate 2,2 you have event named "Red Roof Building"
     case sensitive !!!

     $gameMap.isXyHasEventName(/Red Roof Building/i, 2, 2);     will return true if in coordinate 2,2 you have event named "Red Roof Building"
     not case sensitive. meaning that "ReD RoOF BuIlDiNg" will also detected

     $gameMap.isXyHasEventName(/Red/i, 2, 2);     will return true if in coordinate 2,2 you have event named that contain Red inside the name
     so something like "red roof building" "red wall building" is detected.
     not case sensitive because of /i. meaning that "ReD" will also detected.

 8) another script call to use...

 $gameMap.eventWithNameList(name) will list all events in current map which match the name.
 if found it will return array of Game_Event. if not found it will return false
 name could be string or regExp (if string it will be case sensitive)
    example:

     $gameMap.eventWithNameList("Red Roof Building")     will return array of events which have name "Red Rood Building"
     case sensitive !!!

     $gameMap.eventWithNameList(/Red Roof Building/i, 2, 2);     will return array of events that named "Red Roof Building"
     not case sensitive. meaning that "ReD RoOF BuIlDiNg" will also detected

     $gameMap.eventWithNameList(/Red/i, 2, 2);     will return array of events that contain Red inside the name
     so something like "red roof building" "red wall building" is detected.
     not case sensitive because of /i. meaning that "ReD" will also detected.

 XXX) FOR OTHER SCRIPTER that want to make compatibility patch for this plugin.
 check EST.Build_And_Decor exist or not.
 ex:

 if(typeof EST !== 'undefined' && EST.Build_And_Decor) {  place your code here. }
 ■ Dependencies     ╒══════════════════════════╛
 mandatory:
 EST - SAVE MAP EVENT
 EST - CLONE TRANSFORM DELETE EVENT
 optional:
 EST - EVENT SIZE AND TRIGGER
 EST - GRAPHIC SHIFT
 EST - REGIONMAPLOADER
 other coder optional:

 DMV - MapButton (Requires MVCommon and DMV CORE)

 TDDP - MouseSystemEx

 ■ Compatibility    ╒══════════════════════════╛
 I'm new in JS... and MV is new engine... so i cannot say for sure.
 but it should be compatible with most things.

 ■ Parameters       ╒══════════════════════════╛

  > VarIdForSelection
        Variable ID to be used to item selection
        default 7
  > DecorMoveSwitchId
        Switch ID to mark decor is being moved. also to stop player movement, open save, open menu
        default 7
  > DecorMoveSelfSwitch
        The self switch to flip when finishing decor movement
        A, B, C, or D
        default C
  > DecorMoveCancelSelfSwitch
        The self switch to flip when canceling decor movement
        (so you can give the item back then delete the event)
         A, B, C, or D
        default B

  > DecorMoveMovementDelay
        delay frame between decor movement
        default 15

  > UseNewDecorMovement
        use new decor movement which utilize mouse more fluid
       (true / false)
       default true
 

 ■ License          ╒══════════════════════════╛
 Free to use in all project (except the one containing pornography)
 as long as i credited (ESTRIOLE).

 ■ Support          ╒══════════════════════════╛
 While I'm flattered and I'm glad that people have been sharing and
 asking support for scripts in other RPG Maker communities, I would
 like to ask that you please avoid posting my scripts outside of where
 I frequent because it would make finding support and fixing bugs
 difficult for both of you and me.
   
 If you're ever looking for support, I can be reached at the following:
 [ http://forums.rpgmakerweb.com/ ]
 pm me : estriole

 ■ Author's Notes   ╒══════════════════════════╛
 This is FINAL part of the EST - DECOR AND BUILD SERIES.

  EST - SAVE MAP EVENTS

  EST - CLONE TRANSFORM DELETE EVENT

  EST - EVENT GRAPHIC SHIFT

  EST - EVENT SIZE AND TRIGGER

  EST - BUILD AND DECOR EX

  EST - REGIONMAPLOADER
 
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SpacemanFive

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This may be just what I needed for something I thought of doing in one of my projects. Wow. I'll have to test this out next time I get the chance!
 

estriole

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forgot adding demo link... now added...

tell me if there bug...

also there's a problem with EST - GRAPHIC SHIFT plugin...

if you place a table then a teddy bear doll with graphic shift y -value. it will placed behind the table.

apparently MV is build without z value... will find a way to fix this.
 

Nickel

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Awesome! Thats exactly what im looking for. Now we can have a housing system. Thanks for sharing this :) ))(
 

Makeratore

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OMG

Finally it's here! O.O

Thank you so much for your work! :D

Question: is there the ability to change the tilesets of a map loading them from an another map, like the tilesets swapping in Ace? For example, I could have to change the floor graphic inside of an house, using tilesets swapping with switches.
 

SoulOfRock

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This script is very tedious , hopefully soon someone makes a better and more simpler to use.  :|
 

Makeratore

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This script is very tedious , hopefully soon someone makes a better and more simpler to use.  :|
I hope you're kidding. XD This plugin is very helpful and easy to use!
 

estriole

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This script is very tedious , hopefully soon someone makes a better and more simpler to use.  :|
sorry if it's hard for you ... :D . it's the simplest thing i can make to create build and decor system.

maybe not everyone know... it's ORIGINALLY full event system with help of some script call in ACE.

(yeah... you can create build and decor system like my plugin with JUST EVENT. but it's really complex

i even still store the event version prototype of build and decor).

then i translate those event system to script (then convert it to plugin) to make it easier to use.

still.. there's still some manual thing you need to do like giving the item back when removing decoration.

since we don't know what item should be given. so it cannot make it done automatically.

we need to specify it by each event... :D .

also there's option to 'destroy' the decoration and not giving back the item.

that's why i keep that part 'manual' :D .

you can download the demo and see how i make the event and item though...

i create the demo because i know this won't be as easy as blinking your eyes.

you still need some effort to create your own awesome build and decor system in your game.

basically the step needed:

1) create the item you want to bind the event. give notetags...

2) give the event to player. using chest, shop, enemy drop.

3) call decor selection to choose the decoration (filter it by type)...

in ACE yanfly have button common event. so we can call "decor_select xxxxxx" plugin command from there.

(without the need of master event)

but in MV yanfly haven't convert that yet... so i might have to create my own button common event.

it's not so hard if it's only static decoration. (change your flag, change your bed, change your statue, etc)

if you want to move them... you better look at the demo than me explaining it. :D .

OMG

Finally it's here! O.O

Thank you so much for your work! :D

Question: is there the ability to change the tilesets of a map loading them from an another map, like the tilesets swapping in Ace? For example, I could have to change the floor graphic inside of an house, using tilesets swapping with switches.
that's part of my plan for next plugin too (after i fix graphic shift problem with MV. ACE have z value. MV is not... and it somehow automatically push back the sprite that have lower y value even it have higher index)... but since MV is new... i have to learn first... i might have recreate it from scratch instead of converting it. since there's difference between ACE and MV.
 
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Makeratore

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that's part of my plan for next plugin too (after i fix graphic shift problem with MV. ACE have z value. MV is not... and it somehow automatically push back the sprite that have lower y value even it have higher index)... but since MV is new... i have to learn first... i might have recreate it from scratch instead of converting it. since there's difference between ACE and MV.
Ok, perfect! 

About the Z in MV, I've heard that it's calculated with a loading order: for example, the first thing that is loaded will be on top of the other things, or it's the opposite, I don't remember well. But maybe I'm wrong.
 

∊η∊ηra

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This is fantastic. Glad to see you on the MV scene!
 

estriole

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>>> updated EST - Build And Decor EX to v.1.1

changelog:

   v1.1 2015.11.12      add documentation on how to use this.isAnyEventOnSelf()
                           also minor bugfix on that method to recognize Through event.

i'll also list all update to the series plugin in this thread so you know when you need to update your plugin.

>>> updated the EST - Event Graphic Shift to v.1.3

changelog:

 v1.3 2015.11.12     -     add z to the graphic shift. so you can make event that on top of other event.
                           fix regexp so it recognize <graphic_shift: 1,2,3> (coma without spaces)

>>> updated the EST - Clone Transform Delete Event plugin to v.1.3

changelog

 v1.3 2015.11.12           fix minor bug which 'sometimes' execute rest of event command after tranforming event.
                    i change it so after event REPLACED using 'transform'. all event command after that will be stopped.

Demo Updated

> update all plugins above

> add simple common event usage. using http://forums.rpgmakerweb.com/index.php?/topic/46944-dmv-map-menu-buttons/

(need feedback... currently i place the event in player x and y)...

> there's prototype of conversion of formar region data loader ACE script. it's still prototype. and i doubt i can convert it... since map data in ACE and MV is different. >.<. btw... don't use that prototype plugin !!! (i warned you).

> try the z offset feature of the updated graphic shift. (now the teddy bear is placed above the table)

> add test map where there's auto run event with transform event and erase event. to demonstrate that after transform event. all event command not executed. thus not erased.
 

estriole

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updated plugins to v.1.2

   v1.2 2015.11.23      add mouse detection for decor move:
                           Left mouse click => set event movement to that coordinate
                           Right mouse click => cancel decor movement. set selfswitch cancel
                           (so you can create event page to delete the event and give item)

see the demo for more detail.
 

Nickel

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Thanks. I miss the mouse function so much. Does it work with touch too?
 

estriole

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Thanks. I miss the mouse function so much. Does it work with touch too?
i cannot test on mobile since exporting to apk / ipa is quite confusing and i'm not learning it yet...

but i think it should work with touch since:

touch with one finger => left click

touch with two finger at once => right click

maybe someone can test it please :D .

that's also why i use left click and right click...

i once want to create different decor movement that fully utilize mouse.

decoration will follow mouse cursor. and when left clicked will check... if it ok to place that event there. place the event there...

if not... will play buzzer sound and resume movement. (maybe like C&C red alert games placing building or sorta like that)

but it won't be compatible with touch screen.

maybe i will add (not replace) different decor movement later. so people that build game for web / windows have option on how they want their decor movement.
 
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Nickel

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I have tested it on the smartphone browser and i must say that it works great :)

I am really happy with this plugin because i try to build a life simulation with housing system where people can craft/buy furniture to decorate there homes.
 

estriole

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I have tested it on the smartphone browser and i must say that it works great :)

I am really happy with this plugin because i try to build a life simulation with housing system where people can craft/buy furniture to decorate there homes.
thanks for confirming it works on smartphone :D .
 

Makeratore

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Oh, fantastic update! :D

So, I will also wait for the custom movement with the decorations that follow the cursor.
 

DangDut

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I just knew this plugins and love it at first sight. Thanks.

Noob question, how to know if something is placed on specific map location?

When I place a 'Something' building on specific (8,8) map location... how to track it?

Thanks.

EDIT:

I think I have to track them manually before they placed and use the track to do anything that I want. But I still waiting expert answers.

EDIT:

It's too hard for me on how to track something placed on some spot. Please help. Thanks.
 
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estriole

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to track what placed on some spot... can i know what you need it for? since different case might need different approach.

in this version... you could add extra autorun page. store the information what placed. and then flip a selfswitch to have the actual event...

but i will think for a better approach in next version... maybe some script/plugin call that will return list of all event which you could filter it using event name.

maybe we can call it like this:

$gameMap.getEventByName("Red House")

and it will return all event with the name "Red House".

one more thing... does this check for the event in same map or different map? if different map (which already saved of course)... i might need to add another code.
 

DangDut

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Well the idea was simple...

This is Map No 001 

You are given some building (as items): Building A, B, C and D

You have free spot (which you can place any building) at (2,2), (4,4), (6,6), (8,8) 

Your mission is to place:

- Building A at (2,2) 

- Building B at (4,4)

- Building C at (6,6) 

- Building D at (8,8)

How to track if those building are in the suggested spot?

Thanks.
 

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