Is there any way to someone "transform" (or help me to do it) a common event to script?
I have a common event based on pictures that a friend made for me, I would like to transform it to script, so I can use it in battle and map..
Can you help me?
thanks in advance ^^
It's pretty easy, since RMVX's interpreter has all the methods that events have in it already. But you'll have to do it manually.
Can you tell me how? I'm really a nobbie D:
No real way. You just have to look through interpreter and change the methods. For example, Control Timer is:
#--------------------------------------------------------------------------
# * Control Timer
#--------------------------------------------------------------------------
def command_124
if @params[0] == 0 # Start
$game_system.timer = @params[1] * Graphics.frame_rate
$game_system.timer_working = true
end
if @params[0] == 1 # Stop
$game_system.timer_working = false
end
return true
end
Just get rid of the def command_124, and alter the @params to your liking.
I'm not sure if you understood what I said..
I will upload an image for you too see what I meant..
Well I will try to explain in a more detailed way ^^
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg826.imageshack.us%2Fimg826%2F4961%2Fmaphud.jpg&hash=522e3e36ff4bbaa9251d24498b59d5479f5568b3)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F4961%2Fmaphud.jpg&hash=bb3f3ebfed663911d98e1f3b1c8d1defce92f561)[/spoiler]
This HUD made in common event, is based on images.. It moves, but when the actor takes a certain amount of damage the HUD changes it's images to Yellow.. then when he is in critical mode to Orange. If he's Dead the HUD is Red.
What I want to do is:
"HUD" changes according do damage inflicted on actor, but not by variables.. I need it to take the "real" HP of the actor. Let's say: If Actor's HP is at 50% then the HUD will turn to Yellow. If its a 20% it will turn to orange.
Also I want it to be affected by skills, let's say that the actor is poisoned, the HUD changes to purple..
Always with images to have the effect of animated..
that's why I need it in script... Also I want to put that HUD in battle..
For what I've seen/heard, that could only be made in script.. But I am too weak at scripting...
Can you help me?
Is really in Game_interpreter?
Thank you ^^
Yeah, you could do it in Game_Interpreter, since every event is interpreted through it's methods, but you could just use this:
module COZZIEKUNS
module COMMON_EVENT_IN_BATTLE
COMMON_EVENT_ID = 1
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
alias coz_common_event_in_battle_start start
def start
coz_common_event_in_battle_start
$game_temp.common_event_id = COZZIEKUNS::COMMON_EVENT_IN_BATTLE::COMMON_EVENT_ID
end
end
But I think with some clever eventing you could put it in there with pure events.
Ok, I will try in game_Interpreter then.
Well, this is hard to explain... How can I put "real damage" instead of Conditional Branches?
What I want to say is, when an enemy attacks the HP drops.
It's better to send a demo for you too see perhaps..
thanks