Common Event Queue Request

● ARCHIVED · READ-ONLY
Started by ThunderDragon32 10 posts View original ↗
  1. In rpg maker mv common events will only run one at a time, if you have multiple this could be a problem.

    A plugin which allows common events to be queued in when multiple are turned on would be useful.
  2. already exist, search for tsukihimes blog
  3. @Andar
    It's outdated it seems, I already tried using it.
    It only works once..

    I'll explain what this is being used for...

    During a battle 5 common events happen at once putting states on enemies.
    It works the first time, but the second all but one enemy will get the state.
  4. that doesn't sound like a problem with this plugin, but with the logic of the common events and the battle sequence.
    perhaps you should make another topic where you place screenshots of the skills and common events to check for errors there.
  5. @Andar

    I'm essentially making the octopath traveler battle system..
    I have a plugin which allows a state to be applied when a number reaches 0.

    These are the states that are used
    -----------------------------------------
    Break ID 4
    <Custom Apply Effect>
    $gameTemp.reserveCommonEvent(1);
    </Custom Apply Effect>

    <Custom Remove Effect>
    user._sh = user._mSh;
    </Custom Remove Effect>

    <Popup Add Text: BREAK>
    <Popup Color: #00bfff>
    <Popup Duration: 180>
    <Popup Animations: float>
    -------------------------------------
    Break2 ID 5

    <Custom Apply Effect>
    $gameTemp.reserveCommonEvent(2);
    </Custom Apply Effect>

    <Custom Remove Effect>
    user._sh = user._mSh;
    </Custom Remove Effect>

    <Popup Add Text: SHATTERED>
    <Popup Color: #00bfff>
    <Popup Duration: 180>
    <Popup Animations: float>

    Common Event Screenshots..

    I used Text to see how the common events were being played.
    The first run of the events goes fine, the second only common event 2 plays and it repeats....and strangely when using a conditionally branch to check state of enemy 1 (to see if the break state is added) to ADD a state it doesn't go through.
  6. the notetags alone don't help without knowing where they're used, and what plugins are using them...
  7. @Andar

    Yanfly Core Engine, Battle engine core, Buffs and states core, Damage core, Element core

    Octopath Shield Plugin named "AstfglSCB" and made by Astfgl66

    Srdude: Battlepopcustomizer, StatePopups

    Hime CommonEventQueue

    If you would like a screenshot of my WHOLE project plugin list (The ones not used for what I'm doing here) then I'll send a screenshot
  8. Just add the state via script call in the custom remove effect:
    user.addState(StateId);
    Saves you the common event and removes the problem.

    Reserving a common event inside battle is tricky and may have unexpected results, mainly because of the timing issues you're encountering right now. That's why I told you to use script calls and provided links to the script call equivalent of event commands thread.
  9. ThunderDragon32 said:
    I used Text to see how the common events were being played.
    The first run of the events goes fine, the second only common event 2 plays and it repeats
    if common event 2 play and repeats, then that means the common event queue is correctly working, but it got multiple times the command
    $gameTemp.reserveCommonEvent(2);
    instead of a series of commands with different IDs.
    And that means that the problem is in executing the code of the states, or in the determination of which states are run, and not in the queue plugin.
    That is what I meant with that the problem is somewhere in the rest of your logic and that tsukihimes plugin works correctly.
    However, I can't really help more than that in searching the true cause, which is another reason why I suggested a different topic for that.
  10. @Astfgl66

    You were right, it fixed the problem..You saved me so much unneeded enemy types, states, and common events.

    On a sidenote to Astgl66 the battle system is going along great, now that is fixed I can move on to the boost points.