Galv's Auto Common Events MZ

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Started by Galv 34 posts Page 1 of 2 View original ↗
  1. Auto Common Events MZ
    RPG Maker MZ Plugin
    Galv

    Introduction
    Just a simple plugin to allow more functionality during the game after certain processes.


    Features
    This plugin allows you to automatically run common events at certain parts of the game process. These are currently:
    – after player loads a saved file
    – after player saves their game
    – when the player transfers to a map
    – every time the map scene opens (eg. after returning from the menu or other scene to the map)
    – every time the battle scene starts
    – entering a vehicle
    – exiting a vehicle
    – when a game over occurs
    – when timer ends

    Note: These common events run after any currently active event has finished processing it's commands.

    Plugin commands let you specify the common event id's for each. Script calls allow for changing them during game.


    How to Use
    - Copy the "GALV_AutoCommonEventsMZ.js" file into your project's /js/plugins/ folder.
    - Activate plugin using the 'Plugin Manager'
    - Read the 'HELP' documentation (also found in plugin manager) for more details and try the demo if you don't understand.


    Plugin
    Get it here


    Credit and Thanks
    - Galv


    Terms
    Free to use in any RPG Maker MZ project including commercial. Please credit "Galv". :)
  2. Updated (version 1.1) to include entering/exiting vehicles. I thought that might be useful functionality.
  3. Did this plugin allow to start a common even when a new game is started?
  4. You can run a common event from an autorun event on the starting map.
  5. XGuarden said:
    Did this plugin allow to start a common even when a new game is started?
    i think we don't need that feature in this plugin since we can just add autorun event on the first map.

    edit: ouch ninja'd by Galv :D :D
    nice plugin btw :D.

    btw i think you need to add before GameOver common event
  6. estriole said:
    i think we don't need that feature in this plugin since we can just add autorun event on the first map.

    edit: ouch ninja'd by Galv :D :D
    nice plugin btw :D.

    btw i think you need to add before GameOver common event
    Of course we can do that. But's I just find that ugly this way. I like the code to be really easy to read.
    For me a common even with autostart on a map is less pretty then a common event.
  7. estriole said:
    btw i think you need to add before GameOver common event

    I have updated this to 1.2 to include game over common event now.
  8. Updated to 1.3 to add timer end common event. This overrides the default auto-end battle when timer ends in battle if it is used.
  9. 1619517956483.png
    Hey, I have been using OcRam_Layers to do a simple animated parallax, but I notice when I open the menu then exit that the animation stops. Is this because GALV_AutoCommonEventsMZ is not triggering an event on menu exit, or is it something with OcRam_Layers?
  10. Might be compatibility issue. Did you try putting this plugin below the other one?
  11. Galv said:
    Might be compatibility issue. Did you try putting this plugin below the other one?
    1619570784148.png
    Is the script order wrong? The parallax animates until I open the menu and then close it, it doesn't continue after closing the menu. After some toggling, I have noticed if I have "Map Load Common Event" Seems like this common event isn't working right... If I disable it with a 0 I can open and close the menu and nothing happens... (map is still is animated)
  12. Did you try putting this plugin below the OcRam_Layers plugin?
  13. Yeah, I moved it in front and behind...
    1619594571613.png
    If Map Load Common Event is "1" then the animation stops on menu exit, if it's set to "0" it does not... More investigation causes the animation to stop after saving but opening the menu fixes this... loading the game works normally...
  14. I don't know why running a common event would stop the OcRam_Layers plugin from animating. It doesn't sound like they should interfere with each other at all.
    What is in the common event you are running?
  15. Galv said:
    I don't know why running a common event would stop the OcRam_Layers plugin from animating. It doesn't sound like they should interfere with each other at all.
    What is in the common event you are running?
    1619661474039.png
    Just one command, "Plugin command: OcRam_Layers, Template Layer and I have noticed that both Map Start and Map Load have issues...
  16. Without building a demo project with both plugins and testing (which I don't have time for unfortunately), I don't know why the other plugin isn't working, sorry.
  17. Galv said:
    Without building a demo project with both plugins and testing (which I don't have time for unfortunately), I don't know why the other plugin isn't working, sorry.
    It's fine, I was testing to see if I could animate a parallax and separate it on the map through regions and/or terrain tags using OcRam_Layers and Visual Parallaxes VisuStella MZ, even though the test failed it showed that it could work that's when I noticed the animation stopping when I opened the menu... Now I know that it will work, I guess I will need a custom script for that.
  18. Hi

    Probably a dumb question but im getting the following error when i try to use the script call

    1633785847368.png
    Am i righting it wrong or is this a compatibility error with Visustella?
    1633785859097.png
  19. Core 1.4.2
    In Battle:
    Game Over Common Event.. set to an event(18).
    Example1: CE(18) Show Text
    When entire party is defeated, Text shows, then Party Leader is given 1HP(can't lose).
    Example2: CE(18) Game Over
    When entire party is defeated, Party Leader is given 1HP. Game Over is forced.
    Example3: CE(18) Blank
    When entire party is defeated, Party Leader is given 1HP(can't lose).

    Tested on a new project with only GALV_AutoCommonEventsMZ v1.3

    Game Over CE set to 0 has no impact on issue above(actors will lose).
  20. It would be super cool if it could run the common event after every dialogue or text-box. I'm using DK_Messages_busts to show busts in my dialogues. But the player can change his equipment/armor and this is represented by the busts!

    Currently I manually set a CE at the start of every dialogue that checks which armor the player is wearing and then change the busts-sets.