Victor Sant

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victor-engine-script-title.png

events-conditions-name.png






 



 


This plugin allows to set custom conditions for event pages, you can use any valid code as the condition for the page to start

Download:


Victor Engine - Event Conditions


Credits:


Author: Victor Sant


Terms of Use
 
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Iavra

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You might want to modify the plugin to use a Game_Interpreter instance. Otherwise, you will not be able to resolve "this" calls to the interpreter, which are usually used to identify the current event. Both Hime and myself have done similar plugins (though mine was only a temporary port of Hime's, because that plugin had the same issue first).
 

Victor Sant

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You might want to modify the plugin to use a Game_Interpreter instance. Otherwise, you will not be able to resolve "this" calls to the interpreter, which are usually used to identify the current event. Both Hime and myself have done similar plugins (though mine was only a temporary port of Hime's, because that plugin had the same issue first).
Actually it does. On the demonstration video I use "this._mapId" to refer to the event _mapId. My plugin do not process the coment, it just retrieve it from the Game_Event data.

All of my plugin's checks are done inside Game_Event (or Game_Troop) itself.So using "this" will always refer to the event.

Just to test, i used the code "this.eventId() === 1" and the page was active on the event id 1, but not on the others.
 
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Iavra

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Ah ok, i actually only searched for "Game_Interpreter" and jumped to conclusions :D That said, i'm not a fan of adding new methods to existing classes (especially when not prefixed with your name/namespace), so i would probably use a function inside your module and use .call on it, instead.
 

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