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Increased Functionality for Independent Events

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[size=15]Increased Functionality for Independent Events[/size]
[size=10]March 2, 2010[/size]


[size=13]Summary[/size]
This script would allow more flexibility when creating multiple copies of Events that require their own independence. This would be especially effective for the popular Farming Event Systems, but it can be used for other types of complex events that require their own independence. It would also de-clutter the Global Switches list.

[size=13]Features Desired[/size]
    Increase Self Switches from A-D to A-Z, allows more Progress States ie Weed, Clear Plot, Plowed Plot, Seeds Planted, etc without using Global Switches

    Label/Jump to Label feature that can be used to jump, and skip forward or backward, to another event page, instead of limiting Label/Jump to Label feature within one Event Page. Ex: If certain time passes since Player Weeded the Plot and Seed Planted Event Page not activated, then Jump back to Event Page 1 to restart process at Weed State, creating illusion that the weed has regrown.

    Change Event Graphic on single Event Page, similar to Change Actor Graphic feature already on RPG Maker VX. Ex: Can be used using conditional branches. If "Carrot" seeds planted, then mature plant graphic shows carrot plant; if "Potato" seeds planted, mature plant state reflects potato plant, etc. This should help limit Self-Switches needed if you have a wide variety of graphic state options.

[size=13]Mockups[/size]
This image is just a simple map screen of a Farming Event System. Each row of Farming Plots depicts different states (not all states depicted): Weed, Clear, Plowed, Seeded. Each Farming Plot needs to work independently because the Player will be able to plant in one plot and not others so the States will vary. Using Global Switches would revert all Plots meeting the conditions to the same state, which I do not want. This is just one example of how the features of the script can be used for complex independent events.


[size=13]Games its been in[/size]
    Harvest Moon games have multiple States with different graphics that depict the state the individual Farming Plot is in


[size=13]Did you search?[/size]
Yes

[size=13]Where did you search?[/size]
    RPG Maker VX.net

    RPG RPG Revolution

    RMRK.net

[size=13]What did you search for?[/size]
    Self Switches

    Label/Jump to Label

    Independent Events

    Change Event Graphics

    Farming Event System

If this script, with these features, is made, I will create a tutorial for the Complex Farming Event System at each site I searched in. Of course, crediting the person or people who created the script. I will also include a demo for the system.

If you intend to accept the challenge of making this script, please let me know so I can notify everyone that it is being worked on. I realize each one of you is busy and I would not want to waste your time with duplications of the same script.

Please let me know if you have any questions.

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PLEASE NOTE: I realize that RPG Maker VX already has a Label/Jump to Label feature, but it ONLY WORKS on ONE event page. I want to jump from one Event Page to another.

Also, I understand that the normal way to change event graphics is to use separate Event Pages. However, if one State (like Mature Plant) has 20 different graphic options (like Carrot, Potato, Tomato, etc) and I NEED to use Self Switches, even with the feature I mentioned that would increase the number of Self-Switches there would only be a total of 26. Definitely not enough.

Thanks!

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Well, a quick note: you can change the graphic of an event without changing the page. It's one of the options in a Move Event command.


I don't know about this label jumping feature you want - can't you just revert it to the conditions you want? What I particularyl don't like about it is that what if the page it is jumping to doesn't have the conditions fulfilled? Or if subsequent pages do? It would alter the way RMVX processes event pages altogether, and I don't know if it's worth it. I think the better way is just to activate the correct condition.


For the increased self switches: there would be no way, short of modifying the program itself, that you could make it so that additional self switches can be accessed, modified, or checked through the database system that you currently use. While more self switches can be added, they would have to be used through script calls. That's just part of the program. What I would suggest instead is using a single variable to track the progress for each event. When variable == 1, it could be a weed, when variable == 2, it's a clear plot, when variable == 3, seeds planted, etc...

It would only require one variable that way, and not a bunch of global (or self) switches.
« Last Edit: March 02, 2010, 10:13:56 PM by Modern Algebra »

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Thanks Modern Algebra.

In regard to the Set Move Event command, I had known about it, but it doesn't let me select which of the 12 graphics (it's a 3x4 selection) I want to be displayed. It selects all of them and expects it to be animated. Is there a way to avoid this? The event is set to directional fix and only needs one graphic per state.

I had planned on creating conditional branches that made sure the conditions in the event page it would be jumping to would be reset.

For example,

This is Weed State on Event Page 1:

Spoiler for:


This is the Timer and Conditional Page on Event Page 2:

Spoiler for:


On the page above, I want this Jump to Event Page function to jump me to Event Page 1 if the, hopefully with the increased # of Self Switches, Seed Planted State Self Switch has been activated within "X" amount of time. In the meantime, I want the Player to be able to continue on to the Plow Event Page 3 and Plant Seed Event Page 4, while that "timer" Event Page is still trying to determine if we need to jump back to the Weed State on Event Page 1. I hope that makes sense.

Can you explain more about the Variable Progress State you mentioned? Maybe that would solve all of this? Won't I need a Progress State variable for each Farming Plot then? It would definitley cut down the clutter either way if I can get it to work.
« Last Edit: March 03, 2010, 12:14:53 AM by EmberleGlen »

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I was playing with the Variable Switch idea, using the Playtime Timer Event page and it didn't work for me. I even moved the Timer event page to an entirely new event, hoping it would operate the timer conditional while the Player could continue with that event, but it appears even if I move the Timer off Event pg 2 on the Farming Plot, it still won't work.

  • Player removes weed and activates Timer (doesn't matter if the Timer is in same Event, or in separate Event), see previous posts for screenshots.
  • Timer activates, but because Player can't interact with Event Page 2 on the Farming Plot, Timer just waits until the condition is met, then shuts off
  • Because there are still Event Pages left to complete on the Farming Plot Event, and even though the Timer reactivated any variables or switches that would make Event Page 1 (Weed State) work again, it won't even reset the Farming Plot event to Event Page 1 so nothing happens at all.

That's why I need the function Label/Jump to Label for separate Event Pages. Or even if there was a way so that two event pages in an event can work simultaneously??

Otherwise, it's very limiting and I can only create linear events, that can only be reset at the END, or on the last page, of the Event. Please help.