Hey there, this might seem like a very odd request, and I'm not sure if it could be done or not, but here it is:
Is there a way where once a certain task is completed (i.e. events, npc, obatining a Key Item) it can "activate" a script in RMVX?
For example, I am using Dargor's Beastiary Script, but I want to be able to activate this script, and add a menu option going to the beastiary after receiving an item.
So is there any script I can put in events where after "talking" to an NPC, these scripts will be active, and their corresponding Menu/ battle menu options will be added and the menus updated?
I only have a tiny understanding of RGSS2, but I assume this could be done with some sort of conditional statement inside the actual script, and then turned "true" in the event, but of course I have no idea , I'm just taking a wild guess , and even then I wouldn't know how to script it . . . :down:
I know it sounds confusing, but if anyone could help me out, it'd be great! :thumb:
Is there a way where once a certain task is completed (i.e. events, npc, obatining a Key Item) it can "activate" a script in RMVX?
For example, I am using Dargor's Beastiary Script, but I want to be able to activate this script, and add a menu option going to the beastiary after receiving an item.
So is there any script I can put in events where after "talking" to an NPC, these scripts will be active, and their corresponding Menu/ battle menu options will be added and the menus updated?
I only have a tiny understanding of RGSS2, but I assume this could be done with some sort of conditional statement inside the actual script, and then turned "true" in the event, but of course I have no idea , I'm just taking a wild guess , and even then I wouldn't know how to script it . . . :down:
I know it sounds confusing, but if anyone could help me out, it'd be great! :thumb: