Text display(or popup) during choice event

Dehsalp

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Hi !

My game is looping through the choice in an event.
Can open the menu here, but I want to display the item acquisition and text by calling up a common event using'Item to get random items'.

However, the problem is that the player is looping at the event, so in addition to acquiring the item at the common event, the text window is not displayed.

Is there any way to solve this?

This is really urgent.
 

Andar

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please show us a screenshot of your event, so that we can see what commands you use how (both the choice event and the common event)
 

Dehsalp

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please show us a screenshot of your event, so that we can see what commands you use how (both the choice event and the common event)
Oh, I see. Please wait a moment.
We will change the common event and loop event to English and make one with the same content and take a picture.
 

Dehsalp

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please show us a screenshot of your event, so that we can see what commands you use how (both the choice event and the common event)
1번.png


This is my event all maps use the same type of event as this.


2번.png

And this is a common event that is invoked when using an item.

If you use an item

1. Manipulate variables.
2. Use the script to find equipment that matches the number of variables and get the item.
3. Call'SE' and make a sound.
4. Display the items obtained by text.

However, this does not trigger.


+edit)
map event is autorun.
 
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Kuro DCupu

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  1. Advice: Try not to use labels unless it's urgent. In a long term, you will become too dependant and started to make your event more complex.
  2. Too much redundancy. You triggered another loop after the first loop which also contains the same command. The loop is not even needed since it's an autorun event, which in itself is a looping event.
  3. If that's your whole event, and you stated that it's an autorun event, you already trapped yourself in an endless loop. Use a switch / self switch to end the autorun for good. Or use erase event to end it temporary.
  4. Common event inside an item should have run. I don't know why it doesn't. Perhaps something to do with those loops.

I tried to simplify your event. This produces the same outcome for an autorun.
1593000447304.png

That Variable < 2 conditions is checking your progression, meaning the content will only progress if you choose to move forward twice. Change the number as you needed to loop it multiple times. Make sure to initialize that variable to 0 somewhere else before triggering this event.
That Self Switch A = ON sent the event to the second page which contains nothing. Its purpose is to end the autorun event for good. Replace it with an erase event instead if you want it to trigger when you re-enter the map.
 
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Dehsalp

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  1. Advice: Try not to use labels unless it's urgent. In a long term, you will become too dependant and started to make your event more complex.
  2. Too much redundancy. You triggered another loop after the first loop which also contains the same command. The loop is not even needed since it's an autorun event, which in itself is a looping event.
  3. Common event inside an item should have run. I don't know why it doesn't. Perhaps something to do with those loops.

I tried to simplify your event. This produces the same outcome for an autorun.
View attachment 148843

That Variable < 2 condition is progressive, meaning the content will repeat twice before it ended with that self switch. Change the number as you needed to loop it multiple times. Make sure to initialize that variable to 0 somewhere else before triggering this event.

This event is not just an event.
My game is so special that I have to use conditional branches or no labels.
You probably misunderstood it for the example picture.
Let me explain how my game works.

When the enter the map, event has run auto, and choice appear.
[Going forward]
[Open the menu]

If select [Go Forward], the character moves forward and stops in a specific space, and an event occurs.
When selecting [Open Menu], when opening and closing the menu, it was necessary to make it possible to click the [Go Forward] button without ending this event.
What you see in the image looks redundant, but it is actually different.
In addition, since it is short in the image, so can do it with a simple variable, but the event applied to one map actually applied in the game is very long. In addition, the branch is diverged depending on the switch, and the self-switch of the event on the map is used a lot.


3번.png

The map looks like this.


All events should work properly, not move according to conditions.
Including choice to open the menu.
 
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Kuro DCupu

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Cool. Still don't need the loops and labels when the event is governed by a single autorun. Using a variable to check your progression is way safer and organized.

Alright, I assume it's an endless loop on purpose.

If the only difference is the movement, you can do this:
1593002579901.png

If everything is unique including the choices, you can do this instead:
1593003069525.png
 
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Dehsalp

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Cool. Still don't need the loops and labels when the event is governed by a single autorun. Using a variable to check your progression is way safer and organized.

Alright, I assume it's an endless loop on purpose.

If the only difference is the movement, you can do this:
View attachment 148850

If everything is unique including the choices, you can do this instead:
View attachment 148853

Ah, it could have used it that way.
It was too late to figure out.
But... there are already about 10 very huge maps created this way.
I'll try it next time.
Too big to fix what has been made so far.

First of all, I have no choice but to solve the current problem.

I need to try to modify the common event.
 

caethyril

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:kaohi: The engine has two ways of handling common events:
  • "Child" - used for the Common Event command.
    It effectively inserts the common event into the currently-running event at the current position, by setting up a child interpreter.

  • "Reserve" - used in other cases, e.g. the Common Event effect on items/skills.
    This works just like any map event after being triggered: it will run at the next opportunity, i.e. when the relevant interpreter is not busy processing any other events. Also, by default only one common event can be reserved at a time.
(These terms aren't official, I'm just using them for easy reference. :kaoslp:)

So for what you're asking, I see some possible options:
  1. Get a plugin that shows a custom timed message on item use (quite niche).
  2. Get a plugin that lets you toggle a switch when you use an item, so you can have a Parallel event do some stuff, e.g. show a timed message.
  3. Get a plugin that changes item/skill effects from "reserve" to "child" type common event calls, and use that to show your timed message. (I'm not sure if this would have any bad side-effects.)
  4. Overhaul your events to remove the problem...somehow? :kaoswt2:
Possible handy "timed message" plugins~
 

Dehsalp

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:kaohi: The engine has two ways of handling common events:
  • "Child" - used for the Common Event command.
    It effectively inserts the common event into the currently-running event at the current position, by setting up a child interpreter.

  • "Reserve" - used in other cases, e.g. the Common Event effect on items/skills.
    This works just like any map event after being triggered: it will run at the next opportunity, i.e. when the relevant interpreter is not busy processing any other events. Also, by default only one common event can be reserved at a time.
(These terms aren't official, I'm just using them for easy reference. :kaoslp:)

So for what you're asking, I see some possible options:
  1. Get a plugin that shows a custom timed message on item use (quite niche).
  2. Get a plugin that lets you toggle a switch when you use an item, so you can have a Parallel event do some stuff, e.g. show a timed message.
  3. Get a plugin that changes item/skill effects from "reserve" to "child" type common event calls, and use that to show your timed message. (I'm not sure if this would have any bad side-effects.)
  4. Overhaul your events to remove the problem...somehow? :kaoswt2:
Possible handy "timed message" plugins~
Ah, yes, of course, I've used those popup plugins.
Ah, there was such a condition in the order in which the events were triggered.
However, as you said, it seems that the common event is the handling of a child.
It seems like 3 is necessary, but it is difficult to obtain.

Sigh...
Because of this one issue, i'm unable to release the trial version...
 
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caethyril

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You could try a plugin that lets you run script when an item is used, e.g. Yanfly's Skill Core:
I think this Item notetag will insert a common event into the map interpreter at the current position after the item is used:
Code:
<After Eval>
var ev = $dataCommonEvents[1];
var pt = $gameMap._interpreter;
var id = pt.isOnCurrentMap() ? pt.eventId() : 0;
pt.setupChild(ev.list, id);
</After Eval>
Just replace the 1 with the ID of your common event. I've used this sort of code before, but haven't tested it in this exact situation. Hope it works! :kaothx:
 

Dehsalp

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You could try a plugin that lets you run script when an item is used, e.g. Yanfly's Skill Core:
I think this Item notetag will insert a common event into the map interpreter at the current position after the item is used:
Code:
<After Eval>[/INDENT][/INDENT][/INDENT]
[INDENT][INDENT][INDENT]var ev = $dataCommonEvents[1];[/INDENT][/INDENT][/INDENT]
[INDENT][INDENT][INDENT]var pt = $gameMap._interpreter;[/INDENT][/INDENT][/INDENT]
[INDENT][INDENT][INDENT]var id = pt.isOnCurrentMap() ? pt.eventId() : 0;[/INDENT][/INDENT][/INDENT]
[INDENT][INDENT][INDENT]pt.setupChild(ev.list, id);[/INDENT][/INDENT][/INDENT]
[INDENT][INDENT][INDENT]</After Eval>
Just replace the 1 with the ID of your common event. I've used this sort of code before, but haven't tested it in this exact situation. Hope it works! :kaothx:
Surprisingly, I was thinking similarly.
So I was looking for the Item core. lol.
There was such a way in skill core.

but

<After Eval>
var ev = $dataCommonEvents[19];
var pt = $gameMap._interpreter;
var id = pt.isOnCurrentMap()? pt.eventId(): 0;
pt.setupChild(ev.list, id);
</After Eval>
(The required common event is 19.)
I tried putting it in a note tag like this, but it had no effect.
(Literally nothing happened, even the text was not displayed.)

+edit)

1번.png

Or is there something I need to fix here?
 

caethyril

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Oh, bother. Looks like it works OK unless the Scope (범위) is set to None, because actions only get applied to targets, so a skill/item with no targets never technically gets applied (the Common Event effect is a special case, it gets handled differently). There's a <Custom Execution> notetag that looks promising, but it only applies to skills, not items. :kaodes:

Given how much code-hunting I've done for this, I figured I may as well write a plugin for it~
Seems to work OK for me! :kaopride:

JavaScript:
/*:
 * @plugindesc Runs a common event immediately when a tagged item is used.
 * @author Caethyril
 * @help Item/skill notetag:
 *    <CE: 1>
 *     - common event 1 will play when used.
 * 
 *    If the map interpreter is currently busy, the common event will run
 *      before the rest of the current event.
 *    Otherwise it will run just like normal.
 * 
 * Note:
 *    This is only designed for items used from the menu, not in battle.
 * 
 * Terms of use:
 *    Free to use and modify.
 */

(function() {
'use strict';
    
    const TAG_NAME = 'CE';

    let shouldGo = false;

    let isSceneOk = function() { return SceneManager._scene instanceof Scene_Item; };

    (function(alias) {
        Game_Action.prototype.applyGlobal = function() {
            let id = parseInt(this.item().meta[TAG_NAME], 10);
            if (id && isSceneOk()) {
                let pt = $gameMap._interpreter;
                if (pt.isRunning()) {
                    let ev = $dataCommonEvents[id];
                    pt.setupChild(ev.list, pt.isOnCurrentMap() ? pt.eventId() : 0);
                    shouldGo = true;
                } else {
                    $gameTemp.reserveCommonEvent(id);
                }
            }
            alias.call(this);
        };
    })(Game_Action.prototype.applyGlobal);

    (function(alias) {
        Scene_ItemBase.prototype.checkCommonEvent = function() {
            if (shouldGo) {
                shouldGo = false;
                SceneManager.goto(Scene_Map);
            }
            alias.call(this);
        };
    })(Scene_ItemBase.prototype.checkCommonEvent);

})();
 

Dehsalp

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Oh, bother. Looks like it works OK unless the Scope (범위) is set to None, because actions only get applied to targets, so a skill/item with no targets never technically gets applied (the Common Event effect is a special case, it gets handled differently). There's a <Custom Execution> notetag that looks promising, but it only applies to skills, not items. :kaodes:

Given how much code-hunting I've done for this, I figured I may as well write a plugin for it~
Seems to work OK for me! :kaopride:

JavaScript:
/*:[/INDENT]
[INDENT]* @plugindesc Runs a common event immediately when a tagged item is used.[/INDENT]
[INDENT]* @author Caethyril[/INDENT]
[INDENT]* @help Item/skill notetag:[/INDENT]
[INDENT]*    <CE: 1>[/INDENT]
[INDENT]*     - common event 1 will play when used.[/INDENT]
[INDENT]*[/INDENT]
[INDENT]*    If the map interpreter is currently busy, the common event will run[/INDENT]
[INDENT]*      before the rest of the current event.[/INDENT]
[INDENT]*    Otherwise it will run just like normal.[/INDENT]
[INDENT]*[/INDENT]
[INDENT]* Note:[/INDENT]
[INDENT]*    This is only designed for items used from the menu, not in battle.[/INDENT]
[INDENT]*[/INDENT]
[INDENT]* Terms of use:[/INDENT]
[INDENT]*    Free to use and modify.[/INDENT]
[INDENT]*/[/INDENT]
[INDENT][/INDENT]
[INDENT](function() {[/INDENT]
[INDENT]'use strict';[/INDENT]
[INDENT]   [/INDENT]
[INDENT]    const TAG_NAME = 'CE';[/INDENT]
[INDENT][/INDENT]
[INDENT]    let shouldGo = false;[/INDENT]
[INDENT][/INDENT]
[INDENT]    let isSceneOk = function() { return SceneManager._scene instanceof Scene_Item; };[/INDENT]
[INDENT][/INDENT]
[INDENT]    (function(alias) {[/INDENT]
[INDENT]        Game_Action.prototype.applyGlobal = function() {[/INDENT]
[INDENT]            let id = parseInt(this.item().meta[TAG_NAME], 10);[/INDENT]
[INDENT]            if (id && isSceneOk()) {[/INDENT]
[INDENT]                let pt = $gameMap._interpreter;[/INDENT]
[INDENT]                if (pt.isRunning()) {[/INDENT]
[INDENT]                    let ev = $dataCommonEvents[id];[/INDENT]
[INDENT]                    pt.setupChild(ev.list, pt.isOnCurrentMap() ? pt.eventId() : 0);[/INDENT]
[INDENT]                    shouldGo = true;[/INDENT]
[INDENT]                } else {[/INDENT]
[INDENT]                    $gameTemp.reserveCommonEvent(id);[/INDENT]
[INDENT]                }[/INDENT]
[INDENT]            }[/INDENT]
[INDENT]            alias.call(this);[/INDENT]
[INDENT]        };[/INDENT]
[INDENT]    })(Game_Action.prototype.applyGlobal);[/INDENT]
[INDENT][/INDENT]
[INDENT]    (function(alias) {[/INDENT]
[INDENT]        Scene_ItemBase.prototype.checkCommonEvent = function() {[/INDENT]
[INDENT]            if (shouldGo) {[/INDENT]
[INDENT]                shouldGo = false;[/INDENT]
[INDENT]                SceneManager.goto(Scene_Map);[/INDENT]
[INDENT]            }[/INDENT]
[INDENT]            alias.call(this);[/INDENT]
[INDENT]        };[/INDENT]
[INDENT]    })(Scene_ItemBase.prototype.checkCommonEvent);[/INDENT]
[INDENT][/INDENT]
[INDENT]})();
OHHHHHH
MYYYYYY
GODDDDD

Really Really Really Thx!!!!

Because of this one, I haven't been able to work for 13 hours yesterday!

If I had a TARDIS, I would have flown in and thanked you right in front of you.
 

Dehsalp

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Oh, bother. Looks like it works OK unless the Scope (범위) is set to None, because actions only get applied to targets, so a skill/item with no targets never technically gets applied (the Common Event effect is a special case, it gets handled differently). There's a <Custom Execution> notetag that looks promising, but it only applies to skills, not items. :kaodes:

Given how much code-hunting I've done for this, I figured I may as well write a plugin for it~
Seems to work OK for me! :kaopride:

JavaScript:
/*:[/INDENT]
[INDENT]* @plugindesc Runs a common event immediately when a tagged item is used.[/INDENT]
[INDENT]* @author Caethyril[/INDENT]
[INDENT]* @help Item/skill notetag:[/INDENT]
[INDENT]*    <CE: 1>[/INDENT]
[INDENT]*     - common event 1 will play when used.[/INDENT]
[INDENT]*[/INDENT]
[INDENT]*    If the map interpreter is currently busy, the common event will run[/INDENT]
[INDENT]*      before the rest of the current event.[/INDENT]
[INDENT]*    Otherwise it will run just like normal.[/INDENT]
[INDENT]*[/INDENT]
[INDENT]* Note:[/INDENT]
[INDENT]*    This is only designed for items used from the menu, not in battle.[/INDENT]
[INDENT]*[/INDENT]
[INDENT]* Terms of use:[/INDENT]
[INDENT]*    Free to use and modify.[/INDENT]
[INDENT]*/[/INDENT]
[INDENT][/INDENT]
[INDENT](function() {[/INDENT]
[INDENT]'use strict';[/INDENT]
[INDENT]   [/INDENT]
[INDENT]    const TAG_NAME = 'CE';[/INDENT]
[INDENT][/INDENT]
[INDENT]    let shouldGo = false;[/INDENT]
[INDENT][/INDENT]
[INDENT]    let isSceneOk = function() { return SceneManager._scene instanceof Scene_Item; };[/INDENT]
[INDENT][/INDENT]
[INDENT]    (function(alias) {[/INDENT]
[INDENT]        Game_Action.prototype.applyGlobal = function() {[/INDENT]
[INDENT]            let id = parseInt(this.item().meta[TAG_NAME], 10);[/INDENT]
[INDENT]            if (id && isSceneOk()) {[/INDENT]
[INDENT]                let pt = $gameMap._interpreter;[/INDENT]
[INDENT]                if (pt.isRunning()) {[/INDENT]
[INDENT]                    let ev = $dataCommonEvents[id];[/INDENT]
[INDENT]                    pt.setupChild(ev.list, pt.isOnCurrentMap() ? pt.eventId() : 0);[/INDENT]
[INDENT]                    shouldGo = true;[/INDENT]
[INDENT]                } else {[/INDENT]
[INDENT]                    $gameTemp.reserveCommonEvent(id);[/INDENT]
[INDENT]                }[/INDENT]
[INDENT]            }[/INDENT]
[INDENT]            alias.call(this);[/INDENT]
[INDENT]        };[/INDENT]
[INDENT]    })(Game_Action.prototype.applyGlobal);[/INDENT]
[INDENT][/INDENT]
[INDENT]    (function(alias) {[/INDENT]
[INDENT]        Scene_ItemBase.prototype.checkCommonEvent = function() {[/INDENT]
[INDENT]            if (shouldGo) {[/INDENT]
[INDENT]                shouldGo = false;[/INDENT]
[INDENT]                SceneManager.goto(Scene_Map);[/INDENT]
[INDENT]            }[/INDENT]
[INDENT]            alias.call(this);[/INDENT]
[INDENT]        };[/INDENT]
[INDENT]    })(Scene_ItemBase.prototype.checkCommonEvent);[/INDENT]
[INDENT][/INDENT]
[INDENT]})();

Sorry to contact you again after some time.

The plugin you provided works really well.
However, whenever I want to use an item multiple times, the menu window is closed and I want to remove the hassle of opening the menu again and using the item.

How can this be solved?

If I use it when I collect about 5 boxes, I want to remove the inconvenience of having to open the menu and use the box again because the menu closes with a message window indicating that the item has been obtained.
 

caethyril

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The plugin you provided works really well.
However, whenever I want to use an item multiple times, the menu window is closed and I want to remove the hassle of opening the menu again and using the item.

How can this be solved?
Unfortunately this happens because events can only run through an event interpreter. The item scene doesn't have one of those, and by default only one common event can be queued at a time, so my plugin deliberately exits back to the map whenever an event should be run. :kaoswt:

I haven't tested, but you could try removing this line of my little plugin:
JavaScript:
                    shouldGo = true;
Basically, this change would make all the common events play one after another when you return to the map. That's not quite what you asked for though, and it might crash the game if the player uses, like, 100 of these items before going back to the map... :kaoback:

Otherwise, one simple option could be to just re-open the inventory at the end of the common event, e.g.
◆Script:SceneManager.push(Scene_Item);
However, I think that would reset the cursors and everything (not to mention reloading the scenes each time), so it's not ideal. :kaosigh:

I think adding an interpreter and functional message window to the item scene would be quite difficult. You could try asking over in JS Plugin Requests, maybe someone there will know of (or be able to write) a plugin that does what you want. :)
 

Dehsalp

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Unfortunately this happens because events can only run through an event interpreter. The item scene doesn't have one of those, and by default only one common event can be queued at a time, so my plugin deliberately exits back to the map whenever an event should be run. :kaoswt:

I haven't tested, but you could try removing this line of my little plugin:
JavaScript:
                    shouldGo = true;
Basically, this change would make all the common events play one after another when you return to the map. That's not quite what you asked for though, and it might crash the game if the player uses, like, 100 of these items before going back to the map... :kaoback:

Otherwise, one simple option could be to just re-open the inventory at the end of the common event, e.g.
◆Script:SceneManager.push(Scene_Item);
However, I think that would reset the cursors and everything (not to mention reloading the scenes each time), so it's not ideal. :kaosigh:

I think adding an interpreter and functional message window to the item scene would be quite difficult. You could try asking over in JS Plugin Requests, maybe someone there will know of (or be able to write) a plugin that does what you want. :)
script
SceneManager.push(Scene_Item);
Was used.
I think this is much more useful!
Thank you!


shouldGo = true;
I didn't try removing this phrase because I thought it would be less stable, but I think the above script alone will be sufficient.

Thank you.
 

Bex

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You wrote that your initial shown Eventpage is on Autorun, no other Parallel Events will run until
the Autorun is turned Off or atleast got to the end of its eventpage(That was the case in my Testbuild).
So in case you still have a Backup Project of earlier when you started this Thread, you could just try and test to turn the autorun event to an normal parallel one. Maybe than the Item Common Event is not in hold.

In a Quick testbuild this worked. IF the player movement needs to be blocked while this event runs, there are easy workaround to do that in this case without needing the Autorun Event. Make it Parallel and you get the Message instantly and not like with Autorun much later.

Sorry my English isnt the best in explaining something like this. I hope the Point still comes across.
 

Dehsalp

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You wrote that your initial shown Eventpage is on Autorun, no other Parallel Events will run until
the Autorun is turned Off or atleast got to the end of its eventpage(That was the case in my Testbuild).
So in case you still have a Backup Project of earlier when you started this Thread, you could just try and test to turn the autorun event to an normal parallel one. Maybe than the Item Common Event is not in hold.

In a Quick testbuild this worked. IF the player movement needs to be blocked while this event runs, there are easy workaround to do that in this case without needing the Autorun Event. Make it Parallel and you get the Message instantly and not like with Autorun much later.

Sorry my English isnt the best in explaining something like this. I hope the Point still comes across.
This is a problem that cannot be used as a parallel event.
This is how the character moves and moves automatically depending on the choice in the middle of the event and the middle event is very long.
In addition, since the event is set to trigger different automatic events depending on the selection by preventing the event from getting too long, if set it as a parallel event, wouldn't those events also work at once?

So I had to use automatic events.

It's okay, I am also new to English, so I always use a translator together.
 

Bex

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I dont know, just test it and tell if it helped or not. If not, than just ignore what i said and back to other
Solution options. This was just a hunch of mine.
 

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"Let us be absolutely clear about this: "
Miss posting updates of my projects here...miss having time to work on my projects
I'm not sure if it's okay or not, I update it often because I think it's not.
Ami
--- Dumped ---

Hero: Please go out with me!
F.Healer: (Silent In 10 Seconds) I refuse.
Hero: ???
F.Healer: I don't want my friendship with F.Mage is ruined because i'm in your side. so...i'm sorry. (Running)
Hero: (Glass Break SFX)
I really wish to have listened someone's advice regarding writing, because I'm a little stuck.

Guys, if you have a whole story in mind, and you strongly believe it's going to work, make the effort of writing it. Because if you get stuck in a scene, you might have to re-assess it.

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