Event System Support (expert users only)

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Physeter

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...ohhhh dear!!!

@Emmych: Does "Script: $game_player.moving?" work without a special script?

And in addition, is scripting knowledge actually making editing easier? ;) So I do need some basic knowledge about this! *damn*
 

Celianna

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Glad to see you got that figured out (and nice to know what $game_player.moving? does), but I'd like to point out one thing:



Code:
Input.trigger?(Input::C)
That's the script code you'd need to get it to work, you had the wrong code ;)

You might want to give the player some time to press the button though, because as of right now, it'd have to happen instantaneously before the moment is passed. Adding your own variable timer on inside of a loop might work, like this:



Though you might want to add in a wait command of 1 frame inside the loop. Haven't tested it though.
 
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Celianna

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Pfft, I skipped the part where Emmy says she working with Ace.

Why do you look so similar, VX/Ace >_>
 

Lunarea

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It was totally my first thought, too! People are going to have to make big, bold statements about the engine they're using. :lol:

Although this is in the Ace section, so maybe I just need to pay more attention where I'm posting. XD
 
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Celianna

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Oh crap, you're right, we're in the Ace section.

Well, feel free to ignore my post Emmy - except for the loop part, I'm sure that's the same in Ace as well.
 

Arcador

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I'm going to shoot up a newbie question.

- How to utilize the event command about "Key items" ?

When executed, it opens up the Key item menu, then the player chooses one item and that Item ID gets stored into certain Variable.

So far so good.

Now, how can I make a chosen item to "activate" certain event? Do I have to use another common event to "search for active variables" that will activate another common event?
 

The Infamous Bon Bon

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Use a conditional branch that checks for the id number of said item. Do eventing stuff there or have it call a common event which ever works for you.
 

PK8

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And in addition, is scripting knowledge actually making editing easier? ;) So I do need some basic knowledge about this! *damn*
I don't mean to plug but some of my systems (posted in tutorials) are a really good example of that. :lol:
Why do you look so similar, VX/Ace >_>
ikr? :p If it helps any, Ace's menus are slightly less blue compared to VX's.
 

mlogan

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I'm working through Aindra's VX school and practice events, and it's brought up a couple of questions I've run into in my own projects.

First, in one of the Autorun events, she says to turn it off without using switches or self-switches. What other way is there? I've tried some different things but nothing works. In most of my events switches and self-switches are fine, but I'd love to know if there is another way.

Second is another issue I've come across in my own projects. The event below is one that allows the player to select the character they want to play as. I want the NPC to disappear as soon as the character is selected. But if I set autorun on the second event page, it plays the comments as well. With a trigger of action button, there is a time before the action button is pressed that both the player and the NPC appear. I'm not sure how to handle it so that the NPC will disappear right away without running the comments. Thanks for any help.



 

Lunarea

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@mlogan:

You can turn off an auto-run event if it's a conditional event and the condition is removed. You can also temporarily remove an auto-run by using "erase event". This will stop the auto-run, but it won't prevent it from coming back when the map is loaded again.

You can skip the global switch (6) entirely in the second situation.

The last option in the conditions is "Actor XXX exists". Choose that as the condition for your page 3 and leave it blank.

You can run the text before adding the party member, or you can add it to "No" option if you plan to have the player able to choose more than once. :)
 

mlogan

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@Lunarea - I just want to double check. There are four characters to choose from, all NPCs with events just like these. This is an example of one. The reason I used the global switch is so that when one of the four is chosen, it "turns off" being able to choose the others. The second page is also mainly for fun. I could make them all just disappear, but I felt like having them say something when they weren't chosen. Does that make sense? With that added info, should I still remove the global condition?

And thank you for pointing out the actor choice. For some reason I always forget that and the item choice are there. It's like I don't see past the switches and variables for some reason.
 

Lunarea

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@mlogan:

You can keep the global switch, since it's handling multiple events. It's just not a necessity when you have a single event and a condition that's not switch/variable based.

As for the event itself ... You can actually make it much simpler by including that text or effects inside the initial choice branch (before the party member is added and the global switch is turned on). You can even make it fancy by having the event display the text and then use "Set Movement > Transparent ON" to make the NPC disappear after their line. :)
 

mlogan

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Yay! Lunarea to the rescue again. Got it work just how I wanted it, and in a much simpler way. Is normal for newbies to way over complicate things? I find that I'll be working out a really complicated, multipage system, to suddenly realize, it can be so much more simple than I'm making it.

Thanks again.
 
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Lunarea

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Actually, yes, it's very common. And it's not just newbies. Even advanced users sometimes approach a problem in a way that's more complicated than it needs to be (and then there's inevitably the "Oh! Why didn't I think of that?" moment). There's very rarely only one way to approach a problem, so it helps to share and discuss. :)
 

mlogan

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And I hope it's okay to post this here, but I really encourage everyone to not only go through Aindra's school, but to work through the practice events. I've been working through them, and they've been a big, big help.
 

golbez

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Here's a tough one: AI pathing. I posted about this in another section but realized it would probably be better here...

Anyway I have an event system that generates a random 5x5 room dungeon. It works great but sometimes it might create something like this:



If the exit stairway appears in that little segregated area on the lower left then it's an unwinnable scenario if you don't spawn in that area. It was suggested I use some form of AI pathing to have rpgmaker "run through" the dungeon after it's generated to make sure it's possible. I did a search for AI path finding and came across a bunch of programming gibberish that's pretty much all over my head at the moment.

Do any of you think some form of AI pathing is possible just through an event system or is this something only scripting can handle?
 

golbez

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I just thought of something actually. I'll have rpgmaker start at a room, probably the upper left room since that's always valid, then I'll have rpgmaker choose a random open path from that room. It will then check the room that the path leads to and from there go down another random open path. After a number of these calculations (maybe like 40-50 or something) I'll plop an entrance point in the currently selected room. I'll have it go for another 40-50 turns and plop down an exit.

Can't really call it "AI pathing" at this point, I guess it'd be more like "blind wandering" but at least it eliminates unwinnable dungeons.
 
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