How to make a script call for Private Actions...

kaleemmcintyre

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Could someone please explain to me how I would go about making a mini script where, once the player enters a town, a message would come up onto the top left or right side of the screen to let them know that if they push a certain button it would activate a common event to happen in that town? I read the first page of this forum, but I got confused. Thank you.

 

Andar

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This can be done with events, no need for scripts.

The basic version would be to put events ant every entrance of the town, priority below player and set to player touch, that will display a show-text with that message.

You might decide to use a switch to make sure that the message is only displayed once per entering the town (reset switch upon leaving).

If you're new to RM, I suggest following the link in my signature to several tutorials explaining the basics of RPGM.
 

kaleemmcintyre

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Hello,

Thank you for replying. Ok, so I would make an event tat would bring up a text box to say Press Button "whatever" which would then activate a switch which trigger the private events in question. Upon leaving the event switch would be turned off.  Is there anyway I can make this somewhat automatic for all towns because I'm fearful of this becoming a nuisance to players with every time they enter a town they're stopped by a text box they don't care about? 
 
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Andar

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In RPGM, you can do almost anything.

You can make a switch for all towns that will prevent that message from happening after it was displayed once (or if you use a variable, you can program that in a way that it will only be displayed every 50th (any number you choose) time you enter a town.

If you're using map events, you'll have to copy that event to the entrance of every town. There is a slightly different way of doing it with common events (then you might only need one for all maps), but that requires a bit more thought and planning into it.

To give better details we would need to know more about how you plan your towns, especially as the screenshot doesn't follow regular mapping styles - it's probably from a different game.
 

kaleemmcintyre

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As above is the first map of the game I have in production. I plan for certain towns and locations to open up based on one single Main Quest Variable which tracks where the player is in the game. Would making a common event via a parallel event for the entire map be better or would making a common event for a variable be better? I ask because, as I said before, I would like this to be something fun for the player to do, instead of something tedious which they would come to see as a chore, as I know making parallel events slows down the game play.
 
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Andar

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The map doesn't load for me.

FYI: There are no parallax events, you're probably talking about parallel process events. Please do not mix them up, as the game uses parallax backgrounds and allows for parallax mapping - which is something entirely different. You'll only confuse people if you talk about parallax events.

If you have a world map with transfer points to town maps, then there should be no need for special events - just work the logic into the transfer events, and make them operational only when the main quest variable allows that.
 

kaleemmcintyre

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Ok, thanks, and I apologize. I'm trying to figure things out and I think I have a rough idea of what I should do. But anymore feedback would be helpful.
 

Andar

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Ok, thanks, and I apologize. I'm trying to figure things out and I think I have a rough idea of what I should do. But anymore feedback would be helpful.
In that case you should look at the sample game and some of the unencrypted games to learn how they did everything, and look at some tutorials for the basics.

The link in my signature will guide you to the samples, the tutorials and the most important tips and tricks.
 

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