Event that Will Create another Event Mid Gameplay

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Started by metronome 7 posts View original ↗
  1. Hi again.

    First of all, I am not even sure if I am putting this question in the right forum, so I will just put it here since I am guessing that scripting will be involved in this kind of question. Forgive me if I turn out to be wrong~~

    And here is the question.

    Some ABS scripts out there (I am using FALCAO's ABS) use Event custom naming to create an "enemy" event on the map.

    Let's say I want the enemy to spawn when a switch is turned ON.

    Commonly, I will just create an event in one place in the map where I would want the enemy to spawn.

    And then set the event to run when that switch is turned ON.

    And here is something different happened:

    FALCAO ABS dictates that when you create an event with a custom name "<enemy: x>", doesn't matter the switch has been turned ON or not, this enemy will spawn, right after you get close to the event location!

    Well...after tinkering around, I figure that the only way to actually really hide the enemy before the switch is turned ON is actually by creating an event that will create another event with that custom name during the gameplay when the switched is kicked ON

    OR

    I could just change my script coding, to let me rename that event into <enemy: x> when the switch is kicked ON.

    The second version sounds like a "big-last-resort" plan that I wouldn't want to use ~~ but well I could be wrong.

    Did some googling and searching around. When I search "event create event rpg maker", all I got are either tutorial about switch or something like conditional branch....

    Thanks for reading~~!
  2. As far as I know, there is only one script that can be used to really create another event from zero - but I think Tsukihime's Event Wrapper is too much for this case as well.


    What you should use is a copy/clone event script. Make a map where your original events are made in exactly the way you need them, and then use script commands to copy those events into the current map.


    Sorry - I tried to find that copy command/script, but no luck - I know it's on this board, but I don't have time to check every search option. Please search for it yourself.
  3. @Andar

    Yea, that script is really big for something that I really want...>.<

    @Shaz

    Shaz said:
    here you go
    Not really 100% of what I wanted, but well, I gave it a try and here is what happened:

    0. Installed that event cloner script bellow "material". Set both of CLONE_MAP and USE_NAME to "true".

    1. Created a dummy space to put the enemy event in the same map

    2. Created an event in that space called <enemy: x>

    3. Created another dummy event on another space.

    4. Created countdown timer event (5 minutes) for the sake of testing this out.

    5. Created a conditional branch for that dummy event in which when the the countdown timer hits 4 minutes or less, the dummy event will comment: <clone <enemy: x>>

    Result: The enemy doesn't shows up.

    6. Changed the USE_NAME to "false" while keeping the CLONE_MAP at "true".

    7. Changed the comment on the dummy event to <clone 1>

    Result: Still doesn't work.

    I know I could just go and use exchange location event switch if I just want to spawn one enemy on the map, but well.....without your script working, spawning more than one enemy on the map will be too much work >.<.
  4. the clone script doesn't spawn enemies. It just copies events from one map to another so you don't have to define the same event over and over.
  5. Shaz said:
    the clone script doesn't spawn enemies. It just copies events from one map to another so you don't have to define the same event over and over.
    so are you saying that I can not use this script to create a dummy event with conditional branch(eg. timer based event clone) on the same map as the prime event that I want to clone?
  6. Yes, you can. But you're talking about spawning multiple events. This script requires you to have a "placeholder" event for each one - it doesn't "spawn" (ie - create an event where there was no event before).