how should I use a skill's common event field? it looked simple but the events don't seem to run, I created an event that should just add up howmany times a skill is used.
http://i.imgur.com/2uZE5pr.png
http://i.imgur.com/FAF25gg.png
What does this mean? "Only one call specification for common events is valid."
Skills using Common Events
● ARCHIVED · READ-ONLY
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it means even if you put 2 or more common events in there, only 1 will run
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Your question has nothing to do with scripts. I have split it from the RGSSx questions that don't deserve their own thread topic and moved it to the correct forum. Please take more care when posting questions next time. Thank you.
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Basically you're using it correctly.how should I use a skill's common event field? it looked simple but the events don't seem to run, I created an event that should just add up howmany times a skill is used.
One question: have you any scripts installed?
I'm asking because there are scripts available that use variables 20 to 24 as default configurations, and change those variables for their own use. In such a case the common event might run correctly but the values are changed again before you access them.
That is the reason why you should ALWAYS name a variable as soon as it is used (in your pictures, the variable is still unnamed).
When you add a script, check if it uses variables and switches and if yes, name them at once - that way you can see if a variable is already used somewhere else when you're looking for one to use in your other events. And when you use a new variable for events, always name it before closing the control variable window... -
I'm still a little puzzled by this but it makes sence if other scripts get in the road. I think my issue has to do with the order that common events and damage is processed during the battle. The only reliable workaround I have is to edit the variables within the damage formula like this.
$game_variables[25]=2;$game_variables[26]=9;$game_variables[27]=10;(a.mat+10)*a.element_rate(10);so that the three variables are set anf then the damage is calculated. But then it gets a bit crowded and hard to read.
When I'm not getting frustrated I do take the time to name the variables. I should rearrange some of them again so that they are grouped together properly, but thats later.[screenshot of old comon event] In most situations this Common Event still works, but in this instace I've added that mat dies, testing that the Common event does indeed never occur.
I only have two custom scripts:
Yanfly Engine Ace - Death Common Events v1.01
DYNAMIC FEATURES v1.00 by Shaz -
The damage formula uses v to refer to $game_variables. So you could do this:
Code:Also remove the final ; because it's indicating that you're ending one command and starting another. It MAY return null rather than the result of the calculation.v[25]=2;v[26]=9;v[27]=10;(a.mat+10)*a.element_rate(10) -
That looks much more elegant, I'll change them all like that and remove the common event call.