Is it possible to modify the Quick Events?

Little Paw

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For example, if I wanted to change the sound effect used in the Transfer event or change the stock message for the Inn Quick Event, is there any way I can do this? By editing some of the default js files maybe?
 

wizaerd

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You mean changing the defaults so that when it creates an event, these things are in there by default?  Because otherwise, you can edit any quick event after the fact...
 

Zalerinian

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You can't edit what the quick events originally output, nor can you add your own quick events to the menu. It's the sad truth :(
 

Little Paw

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You can't edit what the quick events originally output, nor can you add your own quick events to the menu. It's the sad truth :(
But aren't all of the program's files in the default js files? Is it not possible to modify them through there?
 

Zalerinian

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But aren't all of the program's files in the default js files? Is it not possible to modify them through there?
Those aren't stored in JS nor JSON files, the quick events list is part of the program itself, and that's in a format that is not easily readable. At all. So no, unfortunately not :(
 

Little Paw

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Those aren't stored in JS nor JSON files, the quick events list is part of the program itself, and that's in a format that is not easily readable. At all. So no, unfortunately not :(
Well that sucks. Would it be possible to write a plugin that could override it then?
 

Kitsune Zeta

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But aren't all of the program's files in the default js files? Is it not possible to modify them through there?
The editor itself is done in Qt (I'm pretty sure someone mentioned that detail, and even if they hadn't, I recognize the dlls for it), so modifcation of those (legalities of doing so aside) is more effort than it's worth for what you're looking to do, assuming it's even possible.

Although for the first thing (the sound used for the Transfer quick event), I'm pretty sure you can switch the filenames around in your project. I think it defaults to a specific file name. As for your second thing, if it's a standard event you're going to be using very often with a fixed innkeeper sprite, use common events (and maybe a variable if you don't plan on having every inn have the same cost).
 
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Kane Hart

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You can't edit what the quick events originally output, nor can you add your own quick events to the menu. It's the sad truth :(
That is too bad would been a sweet feature. 

I tend to have a junk map / test map where I store most my events to copy/paste from. 
 

Little Paw

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The editor itself is done in Qt (I'm pretty sure someone mentioned that detail, and even if they hadn't, I recognize the dlls for it), so modifcation of those (legalities of doing so aside) is more effort than it's worth for what you're looking to do, assuming it's even possible.

Although for the first thing (the sound used for the Transfer quick event), I'm pretty sure you can switch the filenames around in your project. I think it defaults to a specific file name. As for your second thing, if it's a standard event you're going to be using very often with a fixed innkeeper sprite, use common events (and maybe a variable if you don't plan on having every inn have the same cost).
That's actually a brilliant idea, for the transfer event! I mean, we should have been able to modify the quick events to begin with, but this is actually a real smart workaround!

The inn thing was just an example.
 

Shaz

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You can't really write a plugin to override them, because once you create the quick event, it is just a regular event.  By the time you run the game (at which point the plugins kick in), you can't tell what events were created as quick events and what weren't.

You COULD create a "base" event and use an event cloning plugin, to get the wording you want.  Or you could create a common event that uses variables for amounts/quantities, then make your events with the desired sprites, set the variables and call the common event, to have them all similar.
 

M.I.A.

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I've also just created a couple of "Base" quick events (like mentioned) and copy/pasted/mod'd them.

For example, I have three different animations that play when opening a chest, depending on the contents it holds. If you open a chest and it has an item, the animation and sound is different than if you open a chest that contains a weapon/armor, or gold.

It really is just a couple clicks. Saves much trouble from always using a quick event and THEN modifying the event. Or the pain of trying to rename files.

Best luck!!
 

wizaerd

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That is too bad would been a sweet feature. 

I tend to have a junk map / test map where I store most my events to copy/paste from. 
I've been doing this in RPG Makers since the XP version...  I've got a whole map that works as nothing but an event library...
 

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