Tsukihime

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This script adds an interpreter and message window to every scene so that

you can run common events in any scene.

scene_Interpreter1.jpg


Download

Get it at Hime Works!

Installation

Place this below Materials and above Main. You should place this above other custom scripts

Usage

If you would like a common event to run in the current scene, create a comment in the common event command list with this string

Code:
<run scene: current>
scene_interpreter2.jpg
 
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ディーノス

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this is awesome tsukihime....

now i can feel free with this :D
 

Internetakias

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Nice script, but I'm kinda surprised there isn't some kind of item tag that determines if the common event assigned to said item runs on the item screen or not.
 

Tsukihime

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Nice script, but I'm kinda surprised there isn't some kind of item tag that determines if the common event assigned to said item runs on the item screen or not.
Good idea. I was not sure how to deal with this so I just randomly tossed in a switch to turn it on or off.

I have updated the script so that you just add a comment in the common event (not the calling item/skill) that says

<run scene: current>If it should run in the current scene.

Otherwise it will run on the map.

Tagging the item/skill would be a good idea, though then I would need to figure out how to keep track of which item/skill was actually used.

I am trying to think of when you would have one common event run in different scenes.
 
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Internetakias

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Good idea. I was not sure how to deal with this so I just randomly tossed in a switch to turn it on or off.

I have updated the script so that you just add a comment in the common event (not the calling item/skill) that says

<run scene: current>If it should run in the current scene.

Otherwise it will run on the map.

Tagging the item/skill would be a good idea, though then I would need to figure out how to keep track of which item/skill was actually used.

I am trying to think of when you would have one common event run in different scenes.
Hmmm, I'm planning to use the script to implement Animal Crossing's item options, aka showing a list of options you can do with the selected item, like "Use/Eat/Equip/Wear/Place/Etc, Drop, Cancel", but that's probably not what you meant, was it? :p
 

Tsukihime

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It is more like, you have one item that will show those items directly in the menu....and then you ANOTHER item that calls the same common event, except it goes back to the map first before showing the options.
 
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TheoAllen

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Nice script. It may help me to make in game tutorial ~
 

Internetakias

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It is more like, you have one item that will show those items directly in the menu....and then you ANOTHER item that calls the same common event, except it goes back to the map first before showing the options.
Oh, I see. I guess you could use a common event like that for pitching a tent or something like that. For example, you have all of your tent parts in a bag, selecting that bag adds all the parts to your inventory which you can then select to place on the map throught the same common event, 
 

Jason

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It's a tad late I suppose, but I've got a question, since it's bugging me...

I'm wanting to run a common event on the main menu scene, not the item/status/whatever else scene, but it's kicking me off to the map before the common event actually starts, any idea why?

The common event is only a text box, it works on the other scenes, just not the main menu, which is pretty much where it needs to be, I mean, I can settle for it being shown in the item scene I suppose, but y'know, I'd prefer the main menu...
 

Tsukihime

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That is not a default supported feature in Ace. How are you executing common events from the menu?
 

Jason

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Oh yeah, probably should've mentioned this, lol.

I'm using YanFly's menu thingymabob, and I've added a new command, which, once selected, plays a common event, which in this case is just the text box... I was hoping they'd work together, but apparently not.
 

amicable

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i spent a long, long time looking for a script like this. you have no idea how grateful i am for this;

i've got this running so it pops up over another window with selectable options, (it's a 'this is the first time you've opened this window, this is what you use it for' tutorial) however if i hit enter too quickly, it registers on the window below. could you think of any way i might be able to prevent that? i figure you might have some insight since you know the most about how this code works, thanks;;
 

Tsukihime

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Oh yeah, probably should've mentioned this, lol.


I'm using YanFly's menu thingymabob, and I've added a new command, which, once selected, plays a common event, which in this case is just the text box... I was hoping they'd work together, but apparently not.
 
Don't know how that script works, but it likely uses its own logic for running common events in the menu which is independent of mine.

i spent a long, long time looking for a script like this. you have no idea how grateful i am for this;


i've got this running so it pops up over another window with selectable options, (it's a 'this is the first time you've opened this window, this is what you use it for' tutorial) however if i hit enter too quickly, it registers on the window below. could you think of any way i might be able to prevent that? i figure you might have some insight since you know the most about how this code works, thanks;;
The immediate cause I imagine would be the fact that common events are fired asynchronously so whenever the game feels like doing it, it'll happen. Nothing comes to mind off the top of my head.
 

Jason

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Hmm... guess I'll call it from the item scene instead then, I mean it doesn't matter too much, but it would've been a TON easier having it on the main menu.

Thanks for your swift replies anyway  :)
 

AeghtyAteKees

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Whenever I create a common event with choice options to run within a scene, the cursor controls both the common event and the scene...Can this be changed?
 

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