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- Mar 25, 2012
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Hey all, I'm trying to make some semi-advanced pathing routes for my game. Time, NPC type, etc, will all affect where they go and what they do, but I also want them to remain interact-able and not have hundreds of event specific common events.
I've settled on using $gameTemp.reserveCommonEvent(n); called from a custom autonomous move route, which leaves the event itself free for all the normal stuff. The problem though is that when I call the common event in this way any event command in the common event that contains "this event" (set move route, set event location, etc) all fail to work.
Couple of quick pics since the above was a bit hard to follow.

Common event fails to move event 6 (and yes, event 6 is the event containing the autonomous move route).
And yet this one works perfectly because it specifically calls event 6 rather than "this event".
Is there an additional piece of code I need to use in the custom movement script call to set some hidden "this event" variable? Or am I just doing something wrong?
I also realised when I was uploading these that I'm using qmove, so I made a new game 100% plugin free but still had the same issue.
Any help would be greatly appreciated.
I've settled on using $gameTemp.reserveCommonEvent(n); called from a custom autonomous move route, which leaves the event itself free for all the normal stuff. The problem though is that when I call the common event in this way any event command in the common event that contains "this event" (set move route, set event location, etc) all fail to work.
Couple of quick pics since the above was a bit hard to follow.

Common event fails to move event 6 (and yes, event 6 is the event containing the autonomous move route).
And yet this one works perfectly because it specifically calls event 6 rather than "this event".
Is there an additional piece of code I need to use in the custom movement script call to set some hidden "this event" variable? Or am I just doing something wrong?
I also realised when I was uploading these that I'm using qmove, so I made a new game 100% plugin free but still had the same issue.
Any help would be greatly appreciated.


