hmmm well maybe I could post a few screenshots of the event editor tomorrow :P
But besides that I brought back a script I made for both XP and VX a year ago. This script allow the user to select a region from a source map and past it on a destination map. So it's now easy to make complex modifications on maps during gameplay like the events on the floating continent.
I'm also going to implement a new feature mainly for organization purpose. I will add what I call "event groups".
This will help the user organize their events on a map but will also do more than that.
A map will always have the "Default" group; any events that are not on a group will be placed in this one. This group is always active.
All the other groups are deactivated by default. It will be possible to activate/deactivate a group during gameplay.
So this is like a new Trigger Condition, if the group isn't ON, the events in this group will never start.
This could be really useful for maps that have a lot of auto-events running at different times.
Here's a situation top help you understand.
In Narshe, I have at the moment 4 events that run automatically when you enter the map
1 - The intro
2 - The guards knocking at Arvis' door
3 - The secret cave entrance opening
4 - Locke leaving by the secret entrance and moving to the city entrance
So right now I need a lot of switches to tell which events to play when, which characters will be visible, when, which pose they start in, etc. A lot of hard work for nothing. So I made 4 groups, 1 for each scenes.
By using groups, I can simply activate the one I need and turn off all the others. By doing so it reduces a lot the amount of switches needed and it helps to avoid having multiple auto-events running at the same time when you don't want to.
Maybe it's a bit confusing but I can assure you that this is very easy to use and extremely useful.
Take care!
-Dargor
But besides that I brought back a script I made for both XP and VX a year ago. This script allow the user to select a region from a source map and past it on a destination map. So it's now easy to make complex modifications on maps during gameplay like the events on the floating continent.
I'm also going to implement a new feature mainly for organization purpose. I will add what I call "event groups".
This will help the user organize their events on a map but will also do more than that.
A map will always have the "Default" group; any events that are not on a group will be placed in this one. This group is always active.
All the other groups are deactivated by default. It will be possible to activate/deactivate a group during gameplay.
So this is like a new Trigger Condition, if the group isn't ON, the events in this group will never start.
This could be really useful for maps that have a lot of auto-events running at different times.
Here's a situation top help you understand.
In Narshe, I have at the moment 4 events that run automatically when you enter the map
1 - The intro
2 - The guards knocking at Arvis' door
3 - The secret cave entrance opening
4 - Locke leaving by the secret entrance and moving to the city entrance
So right now I need a lot of switches to tell which events to play when, which characters will be visible, when, which pose they start in, etc. A lot of hard work for nothing. So I made 4 groups, 1 for each scenes.
By using groups, I can simply activate the one I need and turn off all the others. By doing so it reduces a lot the amount of switches needed and it helps to avoid having multiple auto-events running at the same time when you don't want to.
Maybe it's a bit confusing but I can assure you that this is very easy to use and extremely useful.
Take care!
-Dargor