HOW DO I CALL ANOTHER EVENT ON THE SAME MAP IN VX?
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How do I call another event on the same map in VX? I could do it in RM2k3 by using the Call Event command. I just want to make a simple routine that resets a puzzle on a map if the player triggers one of the fail conditions. And I don't want to copy the reset code 6 times over and screw Jump to Label crap.
I guess I could use a Common event, but it seems overkill (and I hope that the event references don't pooch it!).
okay, this topic is now for complaining about RMVX idiosyncrasies.
Why can't I store the number of weapons (or armor) in a variable?
Why are stats associated with an actor and not a class?
I guess I could use a Common event, but it seems overkill (and I hope that the event references don't pooch it!).
okay, this topic is now for complaining about RMVX idiosyncrasies.
Why can't I store the number of weapons (or armor) in a variable?
Why are stats associated with an actor and not a class?
post=139624
Why can't I store the number of weapons (or armor) in a variable?
Why are stats associated with an actor and not a class?
1. scripts
2. FUCKING SCRIPTSSSSSSSSSSSSSSSS
You can do #2 with Yanfly Engine Zealous Job System: Classes.
For #1: (x = the game variable you desire; y = id of the weapon you desire)
That should work. Let me know if it doesn't; I just went by script calls in Game_Party. You can replace "weapons" with "armors," too.
For #1: (x = the game variable you desire; y = id of the weapon you desire)
$game_variables[x] = item_number($data_weapons[y])
That should work. Let me know if it doesn't; I just went by script calls in Game_Party. You can replace "weapons" with "armors," too.
Kentona
okay, this topic is now for complaining about RMVX idiosyncrasies.
Despite however nice it is to say "YOU CAN SCRIPT YOUR WORRIES AWAY", you shouldn't have to script back old basic functionality from previous RMs like this!
(also inability to do multiplication in the English version without a fix)
(and why don't actors have notes?)
*edit*
Another peeve: Stripping out Ruby functionality! Some things would be much easier if RGSS was capable of handling native Ruby commands, like Ruby's include keyword.
post=139624
How do I call another event on the same map in VX? I could do it in RM2k3 by using the Call Event command. I just want to make a simple routine that resets a puzzle on a map if the player triggers one of the fail conditions. And I don't want to copy the reset code 6 times over and screw Jump to Label crap.
Wortana made a script for this. Here it is:
#============================================================
# ? [VX] ? Call Event ?
# * Missing features from RM2K
#------------------------------------------------------------
# ? by Woratana [woratana@hotmail.com]
# ? Thaiware RPG Maker Community
# ? Released Date: 04/05/2008
#------------------------------------------------------------
=begin
+[How to use: Version 2]+
=========================================================================
>> Call event from other map by call script:
callev(event id, page you want, map ID)
------------------------------------------------------------------------
e.g. callev(5,2,1)
^ to call event commands list from 'page 2' of 'event ID 5' in Map ID '1'
------------------------------------------------------------------------
>> Call event in current map by call script:
callev(event id, page you want)
------------------------------------------------------------------------
>> If you want to call event in current page that it's running,
set 'page you want' to 0
------------------------------------------------------------------------
*Note: You CANNOT call erased event!
========================================================================
=end
#------------------------------------------------------------
# Make variable 'event' readable from outside
class Game_Event; attr_reader :event; end
class Game_Interpreter
def callev(evid = 0,page = 0, id_map = $game_map.map_id)
return if evid == 0
if id_map != $game_map.map_id
# Load new map data if event is not from current map
dest_map = load_data(sprintf("Data/Map%03d.rvdata", id_map))
if page == 0
# Get first page if user haven't set page
inter_event = dest_map.events[evid].pages[0]
else
inter_event = dest_map.events[evid].pages[page - 1]
end
else
# Use $game_map if event is in current map
if page == 0
inter_event = $game_map.events[evid]
else
inter_event = $game_map.events[evid].event.pages[page - 1]
end
end
# Add new child_interpreter to run commands
@child_interpreter = Game_Interpreter.new(@depth + 1)
# Add commands from target event
@child_interpreter.setup(inter_event.list, @event_id)
end
end
edit: Apparently you can't put code tags in a hide tag. oh well.
Despite however nice it is to say "YOU CAN SCRIPT YOUR WORRIES AWAY", you shouldn't have to script back old basic functionality from previous RMs like this!
This.
Also, I like how BASIC VARIABLE CALCULATIONS were completely broken in the version they shipped.
(also inability to do multiplication in the English version without a fix)
Cocksuckers.
Is Vehicle On/Off broken? Because I call it when my character is riding a boat, and he stays in the boat.
Turns out if you have a teleport event AFTER a Vehicle On/Off event, the Vehicle one is ignored. Go figure.
I demand this topic have it's name changed and be linked in every topic where people start badmouthing rm2k3.
yeah, at least your variables, vehicles, and things actually effen worked. It doesn't work well but at least it works at all.
post=139717
yeah, at least your variables, vehicles, and things actually effen worked. It doesn't work well but at least it works at all.
Nevermind, I'll just

To be fair, that was a missing battle event
Which I would have to copy+paste across dozens of battles if I didn't forget to actually do it. 2k3 doesn't scale worth two shits
Which I would have to copy+paste across dozens of battles if I didn't forget to actually do it. 2k3 doesn't scale worth two shits

I *was* going to comment in here, but everything I was going to complain about is already in here...
But! Just to get my own input in:
I FREAKIN HATE SCRIPTING FOR SIMPLE THINGS THAT *USE* TO BE BUILT RIGHT IN THE ENGINE!!
-.- There, I feel better now... Thank you.
But! Just to get my own input in:
I FREAKIN HATE SCRIPTING FOR SIMPLE THINGS THAT *USE* TO BE BUILT RIGHT IN THE ENGINE!!
-.- There, I feel better now... Thank you.
post=139830post=139717
yeah, at least your variables, vehicles, and things actually effen worked. It doesn't work well but at least it works at all.Yeah, at least our battles and systems work
Nevermind, I'll justTORG REFUSES TO BE EJECTED
Funny, the only problem I really ever had with rm2k3 was the battle speed. I never ran into any of the other problems people had with it.






















