n00b question about notetags

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twsauthor

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I only started using ACE recently and have been browsing the support\scripting forums for an answer to my n00b question to no avail.

Question:  Is there anyway to edit specific notetags in-game through events/scripts or maybe something simpler?  For example I've got Dekita's Fog script implemented which uses a map's notetags to create fog overlays.  I want to remove it after the player completes the area but have no idea how to do so, and there is no built in way to do this.  I'm also using other scripts that use similar notetag systems and could use this knowledge countless ways.

Any help would be appreciated, Thanks!

PS. I have no scripting knowlegde past modifying values.
 
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kerbonklin

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The only way I think a notetag/comment can ever be "removed" mid-game would be using a script that allows the edit of metadata, maybe. (like the Self Data Suite scripts) I'm not too sure because I never looked at it, but database notes and event comments sound like it could be involved with metadata.
 

Andar

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I don't think so - the notefields weren't intended for the current use by notetags, and are not dynamic.

There are one or two scripts out there that turn the entire database into a dynamic variant for ingame changes, but it's questionable whether or not that would be a good idea to use those scripts only for modifying notetags if you aren't familiar with database commands.

It might be easier to change some scripts to use variables instead of notetags, but that depends on the script.

I suggest you make two maps - one with, one without the tag and then modify the transfer events to that map to go to one or the other depending on a switch.
 

Tsukihime

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Modifying map notes is less of an issue when it comes to static vs dynamic content because maps are reloaded from scratch whenever you change maps. You'd have to save the note-tag somewhere but that is not a hard task.


I'd go with something like the public note-tags idea you had before. I consider the existing note boxes to be private instance variables and should not be modified.


Forcing scripters to provide support for dynamic note tags is unreasonable, but if you make it so that if you wanted to support dynamic note tags (eg: those public notetags), then I don't think it would be that bad.
 
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twsauthor

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@kerbonklin

I found the scripts you mentioned but could make little sense of them :dizzy:   thanks for the suggestion but in my current hands they would probably never work right.

@Andar

I thought about the 2 maps but because there are 6 or 7 chests on the map, I'd have a tricky time tracking which ones the player already opened.  Do you know an easy way to do this?

@Tsukihime

What do you mean store the note-tag somwhere?  I was actually looking into this script here: http://forums.rpgmakerweb.com/index.php?/topic/7938-ses-note-replacement-define-note-tags-to-replace-with-whatever-you-want/ but i wasn't sure if i could set variable values as strings to contain the notetag info i wish to use. Is that possible or even make sense?

thanks for the replies guys.  its nice to know n00bs can get the help they need.
 

Andar

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@Andar
I thought about the 2 maps but because there are 6 or 7 chests on the map, I'd have a tricky time tracking which ones the player already opened.  Do you know an easy way to do this?
Several ways, depends on what's inside the chests and how they're working.

1) quick event treasure chests use self switches to store if a chest has been opened. When working with two maps, you have to exchange the self-switch-command with a control-general switch command, and to one variable for each identical chest.

2) if the chests give unique items, simply make an additional event page for an empty chest, conditioned to that item in inventory - if the player has it, the map is already opened.

3) if the map is in story progression (no possibility of returning to first map variant) then make an autorun checking the previous map's chest with a script command - you'll probably need help from a scripter in this case, this option is more to show that it can be done this way as well.

And several more variants that require more complex eventing and depend on the exact story and map sequence...
 

Shaz

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I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.


Can't you use an event with a Call Script command to remove the fog?
 

twsauthor

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@Shaz - sorry, i'm new to the forums and wasn't sure where i should post it.

               also, there are no switches\event -call script built into the script i'm trying to work with.

@Andar - Thanks for the suggestions\info.  I've decided to eliminate my problem by using the 2 maps idea and making some of the chests available on either map A or map B but not both.

I don't know why i didn't think of that before :headshake: Thanks for the help everyone!
 
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Shaz

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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