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View Full Version : RMXP call event. How would you script it in?


Lenny
2004-09-24, 10:55 AM
In rmxp, in the event menu, you do not get the call event option. Is there any way to script this back in?

Or should I transfer the good graphics to rm2k3 and go with the maker you can do seemingly more with?

BlueCube
2004-09-24, 12:05 PM
I have no idea at this point. RGSS is completely insane.

For example, the Game_CommonEvent class (according to Phylomortis) checks to see if it's a parallel process (Trigger is 2) auto-event (Trigger is 1) or simply Called (Trigger is 0).

The trigger, in that function, is checked ONCE - and only to see if it's 2. and the switch is on - this will set up an apparently new instance of the RGSS interpreter. (@interpreter = Interpreter.new) Nowhere else is this done in Game_CommonEvent.

This means either A) common events will never run unless it's a parallel process or B) that Game_CommonEvent doesn't actually contain the code for Common Events, unlike what it's named.

Or should I transfer the good graphics to rm2k3 and go with the maker you can do seemingly more with?

This is not a bad idea, as I'm growing to hate RMXP's little quirks.. (No, you guys don't need a preview of anything! And let's make this even less efficient and somehow increase the minimum requirements, even though RMXP has nowhere near the level of animation as RM2k3!)

Lenny
2004-09-24, 12:09 PM
I think you need a copy of RMXP for educational purposes. Oh well.

Anyway, if you think it's a good idea to revert back to rm2k3, then i might as well change the graphics and put them up for everyone. Let those without rmxp have a taste of the garphics etc.

BlueCube
2004-09-24, 12:18 PM
FOUND IT

It's "Common Event", believe it or not. on the first page.

Lenny
2004-09-26, 06:08 AM
Ah right. Thanks.

Tyrannicide
2004-09-26, 09:19 AM
rofl how would anyone miss that?

BlueCube
2004-09-26, 09:21 AM
Because I really haven't touched RMXP much, except for trying (read: currently failing) to learn the scripting language. Bah.

Tyrannicide
2004-09-26, 09:41 AM
I wasn't talking about you, I was talking to Lenny since he's the one using RMXP.

Sorry fo the confussion BC.

Lenny
2004-09-27, 10:18 AM
I'm sorry to say that one of us has got the wrong end of a stick. Maybe we've each got a different stick. Call event, as in you've got two events on a map, and you create an event which, whilst it is playing itself out, calls one of the other events on the map. I might be wrong with saying that commen event is the one I want, or you (BC) might be wrong (v. slim chance) by giving me the answer as commen event. If you are right, and I am wrong, how would I get it to call an different event on that map???

BlueCube
2004-09-27, 11:03 AM
The Common Events are located in the Database, and are events that are global to the entire game, regardless of what map you're on. These can be Called by the Call Event command.

If you wanted to call another event on the same map, make the "called" event 2 pages, and make the first page blank, the second page with a precondition of a Local Switch (since you're only affecting that map, may as well save a real switch for later). Also, Page 2 should be a Parallel Process.

When you want to start that event, turn on Local Switch A. When you want the event to end, turn off the switch..

Lenny
2004-09-27, 11:07 AM
Ah right, and just have a conditional branch on loop checking if switch A is on or off. I getcha. Bit of a swine, rmxp not having the call event option in the event menu, but I belong to a forum with a genius. Thanks Blue.

----------

Parallel Process, yes?

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Oh...poo. My chara won't move. Don't worry yet, I'll eventually crack it.

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Or maybe not. Help? Please?

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HA HA! Now my test-play won't load. Ha ha. If this carries on, I might have to let the voices in my head tell me what to do. He he he.

Lenny
2004-09-27, 11:25 AM
You know what?Ha ha. I'm giving up on RMXP. He he. My voices tell me to scrap it. You tell me to scrap it. No-one wonder where I am over the next week or so. I'm gonna change the rmxp graphics to be used in rm2k3. Get ready for great graphics in the better engine. He he he.

BlueCube
2004-09-28, 09:15 AM
the better engine

I agree with this part completely. RM2k3 is a better engine out of the box (or download file, whichever).

Lenny
2004-09-28, 10:41 AM
Glad you think that. Now we sit back and watch Tyran's journey to become master of XP. Have fun Tyran. GL!!

Tyrannicide
2004-09-28, 02:16 PM
That may change due to the fact I just decided to go back to work on an old rm2k game which I am upgrading to RM2K3. I am doing revisions and adding all new features to the game in its current state before continuing on. I may have a task for BC if he is up to it, its not big or hard. He'll get credit too.

Lenny
2004-09-29, 09:27 AM
Oh. Who's gonna be the master of XP then? I'm can't, I hate XP, for all I care it can go play hide and go fu....it can delete itself. Bluecube might, but it may make him forget all his RM2K3 stuff. Wormy (domolordy) can't, he's incompetent and needs my help all the time. I don't know about other memebers of this forum, so you'll have to give it a shot. He he, we could make a game on rmxp about your quest to become an xp master!

BlueCube
2004-09-29, 11:01 AM
Eh, I'm still trying to learn the scripting part of RMXP. Without that, there's actually no reason to download RMXP, unless you like the RTP files.

Lenny
2004-09-29, 11:02 AM
I'm confused. Did you finally manage to download xp?

BlueCube
2004-09-29, 12:45 PM
...Phylomortis has everything documented, so I look and attempt to figure out what's going on. I still can't follow the code very well, maybe I'm just spoiled by VB.NET or something.

And I HAVE to have RMXP, otherwise I wouldn't know just how awful it is.. I still want an official English version though.. Hopefully by the time that comes out I'll have a general idea as to how I can code..

Tyrannicide
2004-09-29, 12:54 PM
I thought talk about where you got RMXP is banned?

But anywayz, its awful.

Lenny
2004-09-29, 02:31 PM
True, but you must admit, Bluecube MUST have a copy of RMXP, otherwise it is down to those witht he copy to give fragmented answers to questions, as they don't know the half of it themselves: E.g. Lenny, Wormy (Domolordy) etc.

BlueCube
2004-09-29, 03:09 PM
I thought talk about where you got RMXP is banned?

I didn't say where I got it, or provide a link


If you downloaded it with the intent to keep it until Enterbrain gets its act together and releases a legal English version, (or you actually own the Japanese version with an English patch) then by all means ask questions about it - just don't mention where you got the program, and all will be well.

Also, I just noticed I spelled English as Englsih in that one. Fixed. I SPEL GUD

Tyrannicide
2004-09-29, 04:34 PM
Lol, I didn't think about that last part, but you metioned Phlyomortis...but anywho, nuff harm done.

I jumped the gun and just realized you said they have everything documented..not my shining moment eh?

Lenny
2004-10-01, 12:53 PM
...you metioned Phlyomortis...

...they have everything documented...

I've never heard of Phlyomortis to be honest. Do you think they'll have the answer to my problem?

BlueCube
2004-10-02, 12:29 PM
Hmm. Attach the game (without RTP files) as a ZIP. I'd like to see what, in fact, you're trying to do here..

BlueCube
2004-10-02, 12:31 PM
www.phylomortis.com

They're good for resources and RGSS documentation.

Lenny
2004-10-03, 10:52 AM
I can't really attach it, because I've not been able to do it, so have just left it. I will explain instead.

Game: Octuple Poster
Scene: Battle against Quinttuple Poster
What Happens: Bluecube is at one end of the battle field, the Quintuple Poster is at the other end. In between them both are the forces of Quin against the forces of Cube. I was trying to have just the one event, with a picture of Bluecube (Alex). I would put up the coding, but can't remember it exactly, here's the general gist:

Message: -Quintuple Poster- YOU'LL NEVER BEAT ME!!!
Wait ________
Call event _______

Each call event calls to a force of Quin to disappear, and its "battle-buddy" force of Cube to disappear as they both die from wounds. There are about 30 odd, so this takes some time, with snide comments from both sides to make it more interesting. ONce all the forces are gone, then BC walks over to Quintuple Poster, slash slash, ARGH!! Death etc.

So the original point of this thread was to try and work out how to script in the Call event option to make the battling forces disappear.

The way I tried to get around it was to have the events as Parralel processes, and just kill themselves off when their personal timers ended. Prob was, I kinda mucked it up big style, and ended up waiting for 30 mins just for the first snide comment.

Now I am doing it on RM2K3 it works. Though it would still be nice knowing how to script it in, if you are up to it Blue?

BlueCube
2004-10-03, 02:04 PM
Actually, having each "event' be a parallel process is a good idea.. You don't need to call them, though - since they're on the field, they can just be called with a Move Event or a switch to make them disappear, really.

--.

Basically, every person that appears is a parallel process, on a two page event. First page is blank, with "Press Key" to trigger it. This will be our "dead" version. The second page is our "Alive" version, with the person in a slashing/firing/whatever motion, trigger is a Press Key again (no code to run), and still no Event Commands. Page 2 Precondition is just a switch like [0101:CubeForce1_Alive].

Basically, you just run down the line from there.

<>Message: Cube: Snide Comment!
<>Set Switch: [0100:QuinForce1_Alive] OFF
<>Set Switch: [0100:CubeForce1_Alive] OFF
<>Message: Quin: Snide Comment!
<>Set Switch: [0100:QuinForce4_Alive] OFF
<>Set Switch: [0100:CubeForce2_Alive] OFF
<>Message: CubeForceGuy: ARGGG
.......
<>Move Event: CubeEvent, Right, Right, Right, Right
Etc.
----

Just have a little "map" of where the events are, and which ones should die. <>Wait commands will work fine for timing in between Snide Comments and such. Just make sure to set

http://www.iownjoo.com/freeimghost/imps/WarBeOn.GIF

You don't actually have to run code within those events to control what they're doing, luckily. Just use the Master Control Event (whatever you want to name it) to control all other events on the map.

Lenny
2004-10-05, 09:21 AM
I'll try it. If it works, you may have talked me back into rmxp. I'll still try and edit the graphics though.

Or at least I'll be back on rmxp until the next horrible little coding thingy.