kyonides

Reforged is laughable
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Refreshable Events VX

by Kyonides

Introduction

Do you love using Self Switches as Page Conditions?
Are you worried about mobsters leaving worthless treasures that the player will never ever pick up and pack them?
You don't want the player to see those useless spoils are still lying on the floor when the party returns to that map?

Then I have got a solution tailored especially for your gaming needs! :D

With just a script call placed right after the player has defeated the enemy troops, you can tell the map to take care of just those events that would look totally out of place once the player returns to that map.

Read the embedded comments to find out how to do it!

Ruby:
# * Refreshable Events VX * # 
#   Scripter : Kyonides Arkanthes
#   v0.5.0 - 2023-06-03

# Are you worried about mobsters leaving worthless treasures the player will
# never ever pick up and pack them?
# You don't want the player to see those useless spoils are still lying on the
# floor when the party returns to that map?
# Or are you tired of finding the loot returning on its own after you saved
# and loaded the same game session?
# Now this scriptlet will handle the automatic refresh of such events!

# * Script Calls * #

# - Use it right after the party has defeated the enemy troops!
#   refreshable_event

# - Use it only if you ever need to cancel the refreshable effect.
#   normal_refresh_event

Do you need a demo to confirm this actually works?
Look no further!


Terms & Conditions

Free for use in any game.
Include my nickname in your game credits.
That's it!
 
Last edited:

kyonides

Reforged is laughable
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Joined
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1,763
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RMXP
Demo Update!

After further testing the demo after some forumer wanted to globally save some data on a file, I suddenly noticed something quite fishy.

Whenever you defeated the Basilisk and picked up the loot, the event didn't stay erased. This meant that you could get that prize as many times as you wanted as long as you saved and loaded the same game session till your hand could not handle it anymore! :o

The reason was that my second event page was a little different than in my other demos, where the enemy event does not trigger another self switch at all. Under that circumstance it remains erased as expected, but that is not the case if you erase it for any reason like I did in the RMXP demo.

Don't worry, pals! There is an easy fix and this new version of my script includes it for sure! :D
 

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