Is there a way to call a common event within on game load so that i can play a cutscene i will end up making. I just need to know how to call the event within the game load.
Thanks
EDIT: Okay I figure it should probably go here
CODE
#-------------------------------------------------------------------------- # * Processing When Load Is Successful #-------------------------------------------------------------------------- def on_load_success Sound.play_load fadeout_all $game_system.on_after_load SceneManager.goto(Scene_Map) end
But I have no idea what the event call would look like or if it would even go here.
This post has been edited by Pharonix: Jun 10 2012, 09:58 AM
__________________________
CURRENT WORKS DEMON BLADE - RPGVXA SHINIGAMI - ~12 Pages - 3 chapters complete, 1 in progress. --------------------------------- OTHER WORKS INCANTA-corrupted. INCANTA REDUX - RPGVX - On Hold --------------------------------- LITERARY WORKS
Longer Works ANGEL OF DEATH - Short Story ~ 4 Pages. SHINIGAMI - ~12 Pages - 3 chapters complete, 1 in progress. DEMON BLADE - Book/Novel?- 34 pages - On Hold. FERAL - Short Story, Length: 6 pages], 2nd person Narrative. -R3 Writing Competition #2 - First-Place DARKSPAWN - Book - 3 Pages On Hold RELGEA CHRONICLE - Book - 118 pages DRAKENGHOUL - book - 36 handwritten pages
Poems I KNOW - Poem - 30 Lines
Song Lyrics End of Days - Song- 44 Lines Kids Killing Kids - Song - 94 Lines
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X-M-O Story Quoting.
QUOTE (X-M-O @ Jun 19 2012, 02:45 AM)
QUOTE (Pharonix)
so what's going on in this thread?
QUOTE (kayden997)
Redd's back and the first thing he does is...
QUOTE (Pharonix)
pick my mom up in 15 ...*sigh*
QUOTE (kayden997)
You know it's legit!
QUOTE (Pharonix)
Then again, I wrecked the last one...........
QUOTE (Tsutanai)
Oh ok you can have a pink frosted sprinkled doughnut
class Scene_Cutscene def main DataManager.create_game_objects $game_party.setup_starting_members $game_map.setup(Map_ID) $game_player.moveto(x, y) $game_player.refresh Graphics.frame_count = 0 $game_map.autoplay SceneManager.goto(Scene_Map) end end
Replace "Map_ID" with the ID of the map you wish your player to start out on for the pre-title stuff, and "x, y" with their x/y coordinates respectively. Once you've got that all in place, go up to the SceneManager and look for this:
CODE
#-------------------------------------------------------------------------- # * Get First Scene Class #-------------------------------------------------------------------------- def self.first_scene_class $BTEST ? Scene_Battle : Scene_Title end
Replace that with this:
CODE
#-------------------------------------------------------------------------- # * Get First Scene Class #-------------------------------------------------------------------------- def self.first_scene_class $BTEST ? Scene_Battle : Scene_Cutscene end
From here on, the game will start out in the map that you specified and at the position that you specified. It will run the autorun/ parallel process that you have on the map. You can run a cutscene event with this via map events or a common event if you wish, but this is a good way to do it.
So if i understand correctly, this sends you to a map that is different from the one loaded, then runs whatever events are there to run, but how does it redirect you to the current location in the game,
if there were an event running, wouldn't that prevent the map switching? or does it run the event once then switch to the correct one, or does the $game_map.autoplay command run ONLY the autoplay events then switch out? I am confused. Sorry..
__________________________
CURRENT WORKS DEMON BLADE - RPGVXA SHINIGAMI - ~12 Pages - 3 chapters complete, 1 in progress. --------------------------------- OTHER WORKS INCANTA-corrupted. INCANTA REDUX - RPGVX - On Hold --------------------------------- LITERARY WORKS
Longer Works ANGEL OF DEATH - Short Story ~ 4 Pages. SHINIGAMI - ~12 Pages - 3 chapters complete, 1 in progress. DEMON BLADE - Book/Novel?- 34 pages - On Hold. FERAL - Short Story, Length: 6 pages], 2nd person Narrative. -R3 Writing Competition #2 - First-Place DARKSPAWN - Book - 3 Pages On Hold RELGEA CHRONICLE - Book - 118 pages DRAKENGHOUL - book - 36 handwritten pages
Poems I KNOW - Poem - 30 Lines
Song Lyrics End of Days - Song- 44 Lines Kids Killing Kids - Song - 94 Lines
-If you want this sig in another language, move to a country that speaks it.-
-Lv 13 Thread Killer
My R3 Writing Corner
My Wordpress
Relgea Chronicle
X-M-O Story Quoting.
QUOTE (X-M-O @ Jun 19 2012, 02:45 AM)
QUOTE (Pharonix)
so what's going on in this thread?
QUOTE (kayden997)
Redd's back and the first thing he does is...
QUOTE (Pharonix)
pick my mom up in 15 ...*sigh*
QUOTE (kayden997)
You know it's legit!
QUOTE (Pharonix)
Then again, I wrecked the last one...........
QUOTE (Tsutanai)
Oh ok you can have a pink frosted sprinkled doughnut
The moment you start the game, it takes you to the map.
This means you start on the map before you even get to the title screen
Events run the exact same as they do on any other maps, there is no difference. All you have to do when you want to end your little cutscene is call the title screen.
It's on the third page on your event list, "Return to Title Screen".
QUOTE (diamondandplatinum3 @ Jun 10 2012, 10:46 AM)
The moment you start the game, it takes you to the map.
This means you start on the map before you even get to the title screen
Events run the exact same as they do on any other maps, there is no difference. All you have to do when you want to end your little cutscene is call the title screen.
It's on the third page on your event list, "Return to Title Screen".
Oh, then this wasn't exactly what I was looking for...
I wanted to produce a cutscene similar to that of Final Fantasy 13-2 where when you load up your game save, it says. Previously on "such and such" and then shows you what happened. This is going to be a text-based cutscene that changes based on story progression so a script that sends the player to a map BEFORE the title screen is of no help to me.
http://www.youtube.com/watch?v=LYO9u1UqU3U ^wanted to do something similar to this. It reads your progression and gives you a recap based on the most recent happenings.
Sorry but thanks anyway.
This post has been edited by Pharonix: Jun 10 2012, 10:52 AM
__________________________
CURRENT WORKS DEMON BLADE - RPGVXA SHINIGAMI - ~12 Pages - 3 chapters complete, 1 in progress. --------------------------------- OTHER WORKS INCANTA-corrupted. INCANTA REDUX - RPGVX - On Hold --------------------------------- LITERARY WORKS
Longer Works ANGEL OF DEATH - Short Story ~ 4 Pages. SHINIGAMI - ~12 Pages - 3 chapters complete, 1 in progress. DEMON BLADE - Book/Novel?- 34 pages - On Hold. FERAL - Short Story, Length: 6 pages], 2nd person Narrative. -R3 Writing Competition #2 - First-Place DARKSPAWN - Book - 3 Pages On Hold RELGEA CHRONICLE - Book - 118 pages DRAKENGHOUL - book - 36 handwritten pages
Poems I KNOW - Poem - 30 Lines
Song Lyrics End of Days - Song- 44 Lines Kids Killing Kids - Song - 94 Lines
-If you want this sig in another language, move to a country that speaks it.-
-Lv 13 Thread Killer
My R3 Writing Corner
My Wordpress
Relgea Chronicle
X-M-O Story Quoting.
QUOTE (X-M-O @ Jun 19 2012, 02:45 AM)
QUOTE (Pharonix)
so what's going on in this thread?
QUOTE (kayden997)
Redd's back and the first thing he does is...
QUOTE (Pharonix)
pick my mom up in 15 ...*sigh*
QUOTE (kayden997)
You know it's legit!
QUOTE (Pharonix)
Then again, I wrecked the last one...........
QUOTE (Tsutanai)
Oh ok you can have a pink frosted sprinkled doughnut
You want a custom cut-scene to run everytime someone loads their save game? I think the bigger issue is how you are supposed to capture what the user has done up till he saves.
This post has been edited by Tsukihime: Jun 10 2012, 12:00 PM
You want a custom cut-scene to run everytime someone loads their save game? I think the bigger issue is how you are supposed to capture what the user has done up till he saves.
I was just going to use a variable that increments when you progress in the storyline, then the common event will have branches that determine "what happened" and show the appropriate recap. It won't be perfect as it is a complex idea, but I thought it was a cool idea.
Of course it's going to just be a recap of each "checkpoint" Its main purpose is to remind the player what happened, and what's the next goal.
This post has been edited by Pharonix: Jun 10 2012, 12:07 PM
__________________________
CURRENT WORKS DEMON BLADE - RPGVXA SHINIGAMI - ~12 Pages - 3 chapters complete, 1 in progress. --------------------------------- OTHER WORKS INCANTA-corrupted. INCANTA REDUX - RPGVX - On Hold --------------------------------- LITERARY WORKS
Longer Works ANGEL OF DEATH - Short Story ~ 4 Pages. SHINIGAMI - ~12 Pages - 3 chapters complete, 1 in progress. DEMON BLADE - Book/Novel?- 34 pages - On Hold. FERAL - Short Story, Length: 6 pages], 2nd person Narrative. -R3 Writing Competition #2 - First-Place DARKSPAWN - Book - 3 Pages On Hold RELGEA CHRONICLE - Book - 118 pages DRAKENGHOUL - book - 36 handwritten pages
Poems I KNOW - Poem - 30 Lines
Song Lyrics End of Days - Song- 44 Lines Kids Killing Kids - Song - 94 Lines
-If you want this sig in another language, move to a country that speaks it.-
-Lv 13 Thread Killer
My R3 Writing Corner
My Wordpress
Relgea Chronicle
X-M-O Story Quoting.
QUOTE (X-M-O @ Jun 19 2012, 02:45 AM)
QUOTE (Pharonix)
so what's going on in this thread?
QUOTE (kayden997)
Redd's back and the first thing he does is...
QUOTE (Pharonix)
pick my mom up in 15 ...*sigh*
QUOTE (kayden997)
You know it's legit!
QUOTE (Pharonix)
Then again, I wrecked the last one...........
QUOTE (Tsutanai)
Oh ok you can have a pink frosted sprinkled doughnut
Group: +Gold Member
Posts: 1,528
Type: Scripter
RM Skill: Undisclosed
Technically all this script does is turn a switch on after a game has finished loading (the switch is defined on line 13, by default it activates switch 10), but I have faith that you can use it to show your recap information
CODE
class Scene_Load #-------------------------------------------------------------------------- # * Alias Methods #-------------------------------------------------------------------------- alias nr_ceAfterLoading_terminate terminate unless $@ #-------------------------------------------------------------------------- # * Processing When Load Is Successful #-------------------------------------------------------------------------- def terminate # Run the original on_load_success nr_ceAfterLoading_terminate # Turn on the switch $game_switches[10] = true end end
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It sounds like a pretty cool idea, as long as the player can bypass it if they want to. I don't play for long periods of time, and being that I get busy quite often, that could amount to play/saving multiple times during the day. If I have to see the "Previously on XXXX" every time I load up a game, and no ability to skip it to continue where I left off, it's going to get old fast and cause me to look for another game to play.
It sounds like a pretty cool idea, as long as the player can bypass it if they want to. I don't play for long periods of time, and being that I get busy quite often, that could amount to play/saving multiple times during the day. If I have to see the "Previously on XXXX" every time I load up a game, and no ability to skip it to continue where I left off, it's going to get old fast and cause me to look for another game to play.
I'm going to try the script night supplied. Jt seems that is what I need, not the call common event
Also amerk it will be a auto / parallel process if switch x is on and it will ask if you want to view recap if no then it will turn the switch off and go back to normal. Also with this idea I can make an item that shows the player the next objective as well as an option to view recap. The latter will be performed with yanflys system options so I player chooses to watch it will play then switch off.
This might take a bit to perfect but when its done ill post screens or a video or something
Thanks guys for your help!
__________________________
CURRENT WORKS DEMON BLADE - RPGVXA SHINIGAMI - ~12 Pages - 3 chapters complete, 1 in progress. --------------------------------- OTHER WORKS INCANTA-corrupted. INCANTA REDUX - RPGVX - On Hold --------------------------------- LITERARY WORKS
Longer Works ANGEL OF DEATH - Short Story ~ 4 Pages. SHINIGAMI - ~12 Pages - 3 chapters complete, 1 in progress. DEMON BLADE - Book/Novel?- 34 pages - On Hold. FERAL - Short Story, Length: 6 pages], 2nd person Narrative. -R3 Writing Competition #2 - First-Place DARKSPAWN - Book - 3 Pages On Hold RELGEA CHRONICLE - Book - 118 pages DRAKENGHOUL - book - 36 handwritten pages
Poems I KNOW - Poem - 30 Lines
Song Lyrics End of Days - Song- 44 Lines Kids Killing Kids - Song - 94 Lines
-If you want this sig in another language, move to a country that speaks it.-
-Lv 13 Thread Killer
My R3 Writing Corner
My Wordpress
Relgea Chronicle
X-M-O Story Quoting.
QUOTE (X-M-O @ Jun 19 2012, 02:45 AM)
QUOTE (Pharonix)
so what's going on in this thread?
QUOTE (kayden997)
Redd's back and the first thing he does is...
QUOTE (Pharonix)
pick my mom up in 15 ...*sigh*
QUOTE (kayden997)
You know it's legit!
QUOTE (Pharonix)
Then again, I wrecked the last one...........
QUOTE (Tsutanai)
Oh ok you can have a pink frosted sprinkled doughnut
Group: Global Mod
Posts: 1,784
Type: None
RM Skill: Undisclosed
Rev Points: 15
Gotcha. I was just worried that every time the average player booted up their save file they'd have to sit through a long re-cap, which could get old. Glad to see people have the option to decline it if they wish.
Thanks for posting it Night. Do I credit you? Or did someone else write it?
__________________________
CURRENT WORKS DEMON BLADE - RPGVXA SHINIGAMI - ~12 Pages - 3 chapters complete, 1 in progress. --------------------------------- OTHER WORKS INCANTA-corrupted. INCANTA REDUX - RPGVX - On Hold --------------------------------- LITERARY WORKS
Longer Works ANGEL OF DEATH - Short Story ~ 4 Pages. SHINIGAMI - ~12 Pages - 3 chapters complete, 1 in progress. DEMON BLADE - Book/Novel?- 34 pages - On Hold. FERAL - Short Story, Length: 6 pages], 2nd person Narrative. -R3 Writing Competition #2 - First-Place DARKSPAWN - Book - 3 Pages On Hold RELGEA CHRONICLE - Book - 118 pages DRAKENGHOUL - book - 36 handwritten pages
Poems I KNOW - Poem - 30 Lines
Song Lyrics End of Days - Song- 44 Lines Kids Killing Kids - Song - 94 Lines
-If you want this sig in another language, move to a country that speaks it.-
-Lv 13 Thread Killer
My R3 Writing Corner
My Wordpress
Relgea Chronicle
X-M-O Story Quoting.
QUOTE (X-M-O @ Jun 19 2012, 02:45 AM)
QUOTE (Pharonix)
so what's going on in this thread?
QUOTE (kayden997)
Redd's back and the first thing he does is...
QUOTE (Pharonix)
pick my mom up in 15 ...*sigh*
QUOTE (kayden997)
You know it's legit!
QUOTE (Pharonix)
Then again, I wrecked the last one...........
QUOTE (Tsutanai)
Oh ok you can have a pink frosted sprinkled doughnut
If you wanted, my code from post 8 could be edited to use this snippet instead of changing a switch, but I'm happy with it as is.
Edit2: Oops, huge mistake! Well, maybe huge is a bit of an overstatement, but if you... oh wait, that would never work, carry on! The correct code that I was supposed to post was:
CODE
class Scene_Load #-------------------------------------------------------------------------- # * Alias Methods #-------------------------------------------------------------------------- alias nr_ceAfterLoading_on_load_success on_load_success unless $@ #-------------------------------------------------------------------------- # * Processing When Load Is Successful #-------------------------------------------------------------------------- def on_load_success # Run the original on_load_success nr_ceAfterLoading_on_load_success # Turn on the switch $game_switches[10] = true end end
and if you didn't want to use a switch, you can use this script which is slightly more complicated:
CODE
#============================================================================== # ** VXAce: NR's Common Event on Load Script. #------------------------------------------------------------------------------ # History: # Date Created: 12 June 2012 # Created for: Pharonix # @> http://www.rpgrevolution.com/forums/index.php?showtopic=56918 # # Description: # This script will automatically start a common event after a save file has # successfully loaded. # # How to Install: # Copy this entire script. In your game's editor select "Tools" >> # "Script Editor". Along the left hand side scroll to the bottom, right # click after 'Materials' and select 'Insert'. Paste the code on the right. # # How to Use: # Scroll to line xx, and change the number x to the ID of the common event # you want to run. #==============================================================================
#============================================================================== # ** Scene_File #------------------------------------------------------------------------------ # Edited to set a boolean value when a file has finished loading #==============================================================================
class Scene_Load #-------------------------------------------------------------------------- # * Alias Methods #-------------------------------------------------------------------------- alias nr_ceAfterLoading_on_load_success on_load_success unless $@ #-------------------------------------------------------------------------- # * Processing When Load Is Successful #-------------------------------------------------------------------------- def on_load_success # Run the original on_load_success nr_ceAfterLoading_on_load_success # Set just loaded to true $game_temp.just_loaded_from_title = true end end
#============================================================================== # ** Game_Temp #------------------------------------------------------------------------------ # Edited to include a variable, whether the system has just finished loading # from the load menu. #==============================================================================
class Game_Temp #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :just_loaded_from_title end
#============================================================================== # ** Game_Map #------------------------------------------------------------------------------ # This class performs common processing for the save screen and load screen. #==============================================================================
class Game_Map #-------------------------------------------------------------------------- # * Alias Methods #-------------------------------------------------------------------------- alias nr_commonEventOnStartup_refresh refresh unless $@ #-------------------------------------------------------------------------- # * Frame Refresh #-------------------------------------------------------------------------- def refresh(*args) # Run the original nr_commonEventOnStartup_refresh(*args) if $game_temp.just_loaded_from_title == true $game_temp.reserve_common_event(2) $game_map.interpreter.setup_reserved_common_event $game_temp.just_loaded_from_title = false end end end
#============================================================================== # ** End of Script. #==============================================================================
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