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> Menu Common Event, Call a common event from the menu! (V5.0)
Night5h4d3
post Sep 17 2009, 09:52 AM
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Menu Common Event
by: Night5h4d3
v5.0

Introduction:
This was a request of JoRu, and I figured I ought to add it to the the scripts (his topic here) This script basically allows you to run a common event from the menu (using the command window) it supports these features:

Features:
  • run a common event from the menu
  • display messages, choices, etc
  • Modify player stats such as gold, HP, etc
  • Modify variables, switches
  • Call shop processing
  • You can now process player transfers
  • Deleting commands from the array is now easier (see FAQ)
  • NEW!!! Infinite commands in menu! now you can use way more than just 4!
  • NEW!!! Adding commands is now automated!! (see FAQ)
  • NEW!!! You can now call a name change!
  • NEW!!! The 'gameover' command is now added, so you can have your player 'suicide,' great for death-note fan-games XP

Script:
V5.0 here!
CODE
#==============================================================================
# ** Menu Call Common Event (NS_CE)
# by Night5h4d3
# v 5.0
#==============================================================================
module NS_CE  
  # An array of the text that will appear in the menu selection
  EVENT_NAME = ["Some Text"]
  # An array of the common events to run
  EVENT_NUM  = [1]
  # These appear at game start, so if you dont want event options available at
  # the start of the game, then just remove the items.
  
#----------------------------------------------------------+
# DO NOT TOUCH BELOW UNLESS YOU REALLY KNOW WHAT YOUR DOING|
#----------------------------------------------------------+
  def self.delete_byname(name)
    EVENT_NAME.compact!
    EVENT_NUM.compact!
    for i in 0...EVENT_NAME.size
      if EVENT_NAME[i].downcase == name.downcase
        EVENT_NAME[i]  = nil
        EVENT_NUM[i]   = nil
        $scene.recreate_windows if $game_temp.from_menu == true and $game_temp.scene_now == "ME"
        break
      end
    end
  end
  def self.add_event(name, number, pos = -1)
    @name    = name
    @number  = number
    @pos     = pos
    EVENT_NAME.compact!
    EVENT_NUM.compact!
    if @name or @number != nil
      if @pos > 0
        EVENT_NAME[@pos - 1, 0] = @name
        EVENT_NUM[@pos - 1, 0]  = @number
      else
        EVENT_NAME.push(name.to_s)
        EVENT_NUM.push(number)
      end
      $scene.recreate_windows if $game_temp.from_menu == true and $game_temp.scene_now == "ME"
    end
  end
end
#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
#  This class handles temporary data that is not included with save data.
# The instance of this class is referenced by $game_temp.
#==============================================================================
class Game_Temp
  attr_accessor :from_menu
  attr_accessor :scene_now
  alias :initialize_new2 :initialize
  def initialize
    initialize_new2
    @from_menu = false
    @scene_now = nil
  end
end
#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
#  An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================
class Game_Interpreter
  attr_accessor :list
  alias :initialize_new :initialize
  def initialize(depth = 0, main = false)
    @list = nil
    initialize_new
  end
  #--------------------------------------------------------------------------
  # * Transfer Player
  #--------------------------------------------------------------------------
  def command_201
    return true if $game_temp.in_battle
    if $game_player.transfer? or            # Transferring Player
       $game_message.visible                # Displaying a message
      return false
    end
    if @params[0] == 0                      # Direct designation
      map_id = @params[1]
      x = @params[2]
      y = @params[3]
      direction = @params[4]
    else                                    # Designation with variables
      map_id = $game_variables[@params[1]]
      x = $game_variables[@params[2]]
      y = $game_variables[@params[3]]
      direction = @params[4]
    end
    $game_player.reserve_transfer(map_id, x, y, direction)
    @index += 1
    return false
    if $game_temp.from_menu == true
      $game_player.set_direction(direction)
      if $game_map.map_id != map_id
        $game_map.setup(map_id)
      end
      $game_player.moveto(x, y)
    end
  end
  #--------------------------------------------------------------------------
  # * Shop Processing
  #--------------------------------------------------------------------------
  alias :command_302_new :command_302
  def command_302
    command_302_new
    if $game_temp.from_menu == true
      $scene = Scene_Shop.new
    end
  end
  #--------------------------------------------------------------------------
  # * Shop Processing
  #--------------------------------------------------------------------------
  alias :command_303_new :command_303
  def command_303
    command_303_new
    if $game_temp.from_menu == true
      $scene = Scene_Name.new
    end
  end
  #--------------------------------------------------------------------------
  # * Game Over
  #--------------------------------------------------------------------------
  alias :command_353_new :command_353
  def command_353
    command_353_new
    if $game_temp.from_menu == true
      $game_temp.next_scene = nil
      $scene = Scene_Gameover.new
    end
  end
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================
class Scene_Map < Scene_Base
  def initialize
    $game_temp.from_menu = false
    $game_temp.scene_now = "MA"
  end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================
class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
    NS_CE::EVENT_NAME.compact!
    NS_CE::EVENT_NUM.compact!
    $game_temp.from_menu = true
    $game_temp.scene_now = "ME"
    $pause_interpreter = !$game_temp.from_menu
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    @command_window.active = false
    @message_window = Window_Message.new
    @gold_window = Window_Gold.new(0, 360)
    @status_window = Window_MenuStatus.new(160, 0)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    @message_window.dispose
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @message_window.update
    @command_window.update
    @gold_window.update
    @status_window.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    elsif !@command_window.active and $game_map.interpreter.list == nil
      recreate_windows
    elsif $game_map.interpreter.running?
      @command_window.active = false
    end
    $pause_interpreter = !$game_temp.from_menu
    unless $pause_interpreter
      $game_map.interpreter.update
    end
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = Vocab::save
    s6 = Vocab::game_end
    @command_array = [s1, s2, s3, s4, s5, s6]
    if NS_CE::EVENT_NAME.size > 0
      @command_window = Window_Command.new(160, @command_array + NS_CE::EVENT_NAME)
    else
      @command_window = Window_Command.new(160, @command_array)
    end
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)     # Disable item
      @command_window.draw_item(1, false)     # Disable skill
      @command_window.draw_item(2, false)     # Disable equipment
      @command_window.draw_item(3, false)     # Disable status
    end
    if $game_system.save_disabled             # If save is forbidden
      @command_window.draw_item(4, false)     # Disable save
    end
  end
  #--------------------------------------------------------------------------
  # * Recreate Windows
  #--------------------------------------------------------------------------
  def recreate_windows
    @old_size = NS_CE::EVENT_NAME.size
    NS_CE::EVENT_NAME.compact! if NS_CE::EVENT_NAME.include?(nil)
    NS_CE::EVENT_NUM.compact! if NS_CE::EVENT_NUM.include?(nil)
    @gold_window.refresh
    @status_window.refresh
    @old_index = @command_window.index
    @command_window.dispose
    create_command_window
    unless @old_size == NS_CE::EVENT_NAME.size
      @command_window.index = @old_index - 1
    else
      @command_window.index = @old_index
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1,2,3  # Skill, equipment, status
        start_actor_selection
      when 4      # Save
        $scene = Scene_File.new(true, false, false)
      when 5      # End Game
        $scene = Scene_End.new
      else
        if @command_window.index >= 6
          @command_window.active = false
          $game_map.interpreter.setup($data_common_events[NS_CE::EVENT_NUM[@command_window.index - 6]].list, 0)
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_selection
    @command_window.active = false
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # * Update Actor Selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when 1  # skill
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        $scene = Scene_Status.new(@status_window.index)
      end
    end
  end
end
#==============================================================================
# ** Scene_Shop
#------------------------------------------------------------------------------
#  This class performs shop screen processing.
#==============================================================================
class Scene_Shop < Scene_Base
  def initialize
    $game_temp.next_scene = nil
    $game_temp.scene_now = "SH"
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      if $game_temp.from_menu == true
        $scene = Scene_Menu.new
      else
        $scene = Scene_Map.new
      end
    elsif Input.trigger?(Input::C)
      case @command_window.index
      when 0  # buy
        Sound.play_decision
        @command_window.active = false
        @dummy_window.visible = false
        @buy_window.active = true
        @buy_window.visible = true
        @buy_window.refresh
        @status_window.visible = true
      when 1  # sell
        if $game_temp.shop_purchase_only
          Sound.play_buzzer
        else
          Sound.play_decision
          @command_window.active = false
          @dummy_window.visible = false
          @sell_window.active = true
          @sell_window.visible = true
          @sell_window.refresh
        end
      when 2  # Quit
        Sound.play_decision
        if $game_temp.from_menu == true
          $scene = Scene_Menu.new
        else
          $scene = Scene_Map.new
        end
      end
    end
  end
end
#==============================================================================
# ** Scene_Name
#------------------------------------------------------------------------------
#  This class performs name input screen processing.
#==============================================================================
class Scene_Name < Scene_Base
  def initialize
    $game_temp.next_scene = nil
    $game_temp.scene_now = "NM"
  end
  #--------------------------------------------------------------------------
  # * Return to Original Screen
  #--------------------------------------------------------------------------
  def return_scene
    if $game_temp.from_menu == true
      $scene = Scene_Menu.new
    else
      $scene = Scene_Map.new
    end
  end
  def update
    super
    update_menu_background
    @edit_window.update
    @input_window.update
    if Input.repeat?(Input::B)
      if @edit_window.index > 0             # Not at the left edge
        Sound.play_cancel
        @edit_window.back
      end
    elsif Input.trigger?(Input::C)
      if @input_window.is_decision          # If cursor is positioned on [OK]
        if @edit_window.name == ""          # If name is empty
          @edit_window.restore_default      # Return to default name
          if @edit_window.name == ""
            Sound.play_buzzer
          else
            Sound.play_decision
          end
        else
          @actor.name = @edit_window.name
          Sound.play_decision
          @actor.name = @edit_window.name unless @actor.name == @edit_window.name
          return_scene
        end
      elsif @input_window.character != ""   # If text characters are not empty
        if @edit_window.index == @edit_window.max_char    # at the right edge
          Sound.play_buzzer
        else
          Sound.play_decision
          @edit_window.add(@input_window.character)       # Add text character
        end
      end
    end
  end
end

Demo:
Check it out, i'm V5.0!

Screenshots:
Open Me!



Compatibility:

Compatible with anything that isn't a CMS, or revisions to the original Scene_Menu. RGSS2 ONLY

Instructions:
Just put this where you put your other scripts, above main, under the materials section.

FAQ/Configuration:

QUOTE
Q: How do i change the text in the command window?

A: find EVENT_NAME[<number>] and change the text to what you desire

QUOTE
Q: How do i add more menu commands for more than one common event call?

A: change the values of EVENT_NAME[<number>] and EVENT_NUM[<number>] from nil to what you want them to be. To remove event calls from the menu, set them to nil

QUOTE
Q: I know what event command I want to remove, but I dont know where in the array it is, how do i remove it?

A: Well, thanks to v4.0, you can now delete event commands if you just know the name of it IE: "Teleporta" you simply add the script call "NS_CE.delete_byname("name of event")" and it will do the work for you!

QUOTE
Q: I want to add an event command, but I hate using the manual way, how do I use the automated add event?

A: it's simple, in a 'call script' type this:
CODE
NS_CE.add_event("<name to show in menu>", <common event number>)

and if you want to add it to a specific position:
CODE
NS_CE.add_event("<name to show in menu>", <common event number>, <position 1~N>)

NOTE: putting 1 as position is right after the 'end game' command, 0 or less adds to the end.


Terms and Conditions:

you cannot:

> claim as your own
> not give credit
> post on other sites without my permission first

you can:

> use this script
> modify this script
> suggest modifications to this script
> distribute this script personally

Notes:
Enjoy! If you'd like to use this script in a commercial game, please ask me first. Don't forget to give credit smile.gif
This may not work on select calls, such as call battle, call menu(uh, who'd need this one?).
If you find any bugs, lemme know ASAP.


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JoRu
post Sep 17 2009, 12:04 PM
Post #2


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Works splendid! Thanks! smile.gif


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Sparrowsmith
post Sep 17 2009, 12:24 PM
Post #3


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This is something you've just gotta love, a beautiful script made in moments happy.gif nice work indeed, I've only recently got into advanced eventing but I'm sure this script will come in handy sooner or later (hopefully sooner tongue.gif)


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Night5h4d3
post Sep 17 2009, 12:26 PM
Post #4


The past tense
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updated to V 2.9! demo added too!


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Sparrowsmith
post Sep 17 2009, 12:32 PM
Post #5


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ohmy.gif you're a machine! You only posted it today, is far to soon to be making upgraded versions ohmy.gif

you're a true credit to scripting happy.gif


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SuperMega
post Sep 17 2009, 01:43 PM
Post #6


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I've seen some of these scripts before, but they don't work quite as well as yours. Good work!


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Translated Scripts:
Diagonal Movement (Eight Direction) and Smooth Jumping
Attack Party, Heal Enemies
Display Party Status On Map (DQ Style)
Display Maps Under Maps
Save Screen Customization
Subtitled Menus

If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE.
Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes.
Need a script translated? Come talk to me, and I'll see what I can do.
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Night5h4d3
post Sep 18 2009, 11:51 AM
Post #7


The past tense
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*GASP!* well, thanks everyone. I'm bumping this up to version 3.1!!

It now supports calling Scene_Shop. this is good for:

CODE
calling wandering merchants
accessing personal shops/ shops run by your party members


when done shopping, you will be returned to the menu.


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Locke
post Sep 19 2009, 12:52 AM
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Cool script. YO! cool.gif


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JoRu
post Sep 22 2009, 07:56 AM
Post #9


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Works nice, but it doesn't seem like it supports map transfer through the common event. sad.gif Is this something that could be fixed?


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Night5h4d3
post Sep 22 2009, 07:57 AM
Post #10


The past tense
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actually, i am trying to work on that.


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Night5h4d3
post Sep 29 2009, 07:12 AM
Post #11


The past tense
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woo! we're now up to v4.0! additions include player transfers and deleting commands from the array easily (see FAQ)


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JoRu
post Sep 29 2009, 09:43 AM
Post #12


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Nice! Didn't work all that well in the beginning (you had to close down the menu yourself to actually make the game transfer you sad.gif) but that was an easy fix (call "$scene = Scene_Map.new" before transfer and it should work). smile.gif

Thanks a lot once again!


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Night5h4d3
post Nov 5 2009, 12:55 PM
Post #13


The past tense
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Bump sorta, the links (which were broken) are now fixed. now hosted by R3's new script gallery


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forestwanderer
post Dec 1 2009, 12:13 AM
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So I don't get it. This cannot be used to directly call a common event, can it.
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Runefreak
post Dec 1 2009, 04:11 PM
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Type: Developer
RM Skill: Advanced




I was gonna request for a script like this before I found this, thanks. teehee.gif


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Sparrowsmith
post Dec 11 2009, 03:21 PM
Post #16


ROROW was here, went for beer
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Group: Global Mod
Posts: 4,600
Type: Writer
RM Skill: Intermediate
Rev Points: 5




QUOTE (Sparrowsmith @ Sep 17 2009, 08:24 PM) *
This is something you've just gotta love, a beautiful script made in moments happy.gif nice work indeed, I've only recently got into advanced eventing but I'm sure this script will come in handy sooner or later (hopefully sooner tongue.gif)


The aforementioned time has come, but I am afraid I am the bringer of bad news.
For my deathnote project (which you may of heard of) I need the player to be able to design killing methods. I created the common event for this (I'm actually unsure if it is the common event that is crashing actually) and attached it to my menu with your script. I did the setup right, but it just crashes.

Have I missed something? I'll send you the event if necessary happy.gif


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Night5h4d3
post Dec 15 2009, 07:13 AM
Post #17


The past tense
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Type: Scripter
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yes, please send me the event, this script isnt compatible with battle-events, and doesnt work for scene changing events very well.

QUOTE
So I don't get it. This cannot be used to directly call a common event, can it.

It's best put this way, if you were to put 'X' common event into the list of common events to show. the menu (when opened) will show this:
CODE
<Original commands here>
"X"

If you were to select 'X' it would run all of the event code in common event 'X.' What you do, is code event X and then add it to the commands list. I hope that helped.


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Night5h4d3
post Dec 28 2009, 10:18 AM
Post #18


The past tense
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This is a bump, the script is now at V5.0, see what new features there are!


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Shanghai
post Dec 28 2009, 11:32 AM
Post #19


Level 31
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Posts: 747
Type: Developer
RM Skill: Skilled




You may want to change the back opacity of the message window there. It's hard to read when it's not completely opaque.


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ArcticYoshi45
post Nov 7 2010, 05:32 PM
Post #20


Level 1
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Posts: 6
Type: Event Designer
RM Skill: Intermediate




There seems to be an issue when interacting with events. When "talking" to other events, they will face you, but after that they will not turn toward you and stay in that direction, and if they have an "autonomous movement" option turned on, they will not move. I'm sure it's this script, since I tested it in a new project without any scripts and the same problem occurred. Any help?

EDIT: Also, for an unexplained reason, Shop Processing commands always seem to skip the action that occurs right afterward. Not quite sure why this happens either on a common event script.

This post has been edited by ArcticYoshi45: Nov 7 2010, 06:12 PM


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