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Posted 2004-09-27, 11:03 AM in reply to Lenny's post starting "I'm sorry to say that one of us has got..."
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..
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Posted 2004-09-27, 11:07 AM in reply to BlueCube's post starting "The Common Events are located in the..."
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.

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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.

Last edited by Lenny; 2004-09-27 at 11:21 AM.
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Posted 2004-10-02, 12:29 PM in reply to Lenny's post starting "Ah right, and just have a conditional..."
Hmm. Attach the game (without RTP files) as a ZIP. I'd like to see what, in fact, you're trying to do here..
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Posted 2004-10-03, 10:52 AM in reply to BlueCube's post starting "Hmm. Attach the game (without RTP..."
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?
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Posted 2004-10-03, 02:04 PM in reply to Lenny's post starting "I can't really attach it, because I've..."
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.
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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



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.
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Posted 2004-10-05, 09:21 AM in reply to BlueCube's post starting "Actually, having each "event' be a..."
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.
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