Common Event

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Started by Tsukihime 2 posts View original ↗
  1. Effect: Common Event

    -Tsukihime

    This effect calls a common event.

    Same as the built-in common event effect, except this supports common event arguments, keeps track of who called it, who it was targeted at, and which item was used to call it.

    Download

    Script: http://db.tt/mp9NndjR

    Required: Effect Manager

    Usage

    Tag your item/skill with

    <eff: common_evt id arg1 arg2 ... >Where`id` is the ID of the common event to call

    `arg` is some argument to store, which can be retrieved in the common event

    The following variables are available for the common event. You should use script calls to work with these.

    $game_temp.event_user - who called it$game_temp.event_target - who it is applied to$game_temp.event_args - list of arguments provided$game_temp.event_item - item that was used to call thisThe main problem with common events is that, while it's nice, it is basically a function with no parameters.This script attempts to make common events more flexible by allowing you to indirectly pass arguments to it.

    Note that the event arguments are actually evaluated when the effect is called. This means you can say something like

    <eff: common_evt 1 self.class.id>And it will store the target's class ID as an argument for the common event.I am not sure if this will be useful, but you are likely more creative than me.

    An example usage might be something like this: http://www.rpgmakervxace.net/topic/8059-how-to-learn-skills-based-on-job-and-level-requirements/
  2. I've added some wrapper methods in Game_Interpreter so that in your script calls (in your events) you can just say



    Code:
    event_target
    event_item
    event_user
    event_args
    To access them rather than the lengthy



    Code:
    $game_temp._____