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Unerase Event?

Is there any way to "unerase" an event after it has been erased without transporting to a new map? This seems like it would be simple, but I have no idea how it works.

Thanks in advance!
 
The question is: why would you want to do that? >> Use a local switch to enable/disable the visible part, which makes for easier usage than "unerasing" an event, plus you wouldn't have to do anything else script-wise.
 
As BlueScope said, there might be a better solution for your problem; anyway, here's the script you asked for for the case you really have to do it that way:
Ruby:
# to call:

#   $game_map.events[Event-ID].unerase

 

class Game_Event

  def unerase

    @erased = false

    refresh

  end

end
 
BlueScope":uim1km6v said:
The question is: why would you want to do that? >> Use a local switch to enable/disable the visible part, which makes for easier usage than "unerasing" an event, plus you wouldn't have to do anything else script-wise.
I'm applying this to an evented system that spans too many maps for me to have the patience to edit; otherwise, I would definitely have gone with self switches. That would've been much easier, and ultimately what I would have done if no one could help me out here. Fortunately, there is a way!

Neo-Bahamut":uim1km6v said:
As BlueScope said, there might be a better solution for your problem; anyway, here's the script you asked for for the case you really have to do it that way:
(script)
Thanks a lot! It works perfectly.
 
death by moogles":2c7mgtma said:
I'm applying this to an evented system that spans too many maps for me to have the patience to edit; otherwise, I would definitely have gone with self switches. That would've been much easier, and ultimately what I would have done if no one could help me out here. Fortunately, there is a way!
So wait, am I getting you right... you have an event system, which you realize is too messy to get working on it's own, and decide you want to do it with scripting aid, however instead of scripting the system, you enhance the already messy event system by a script to make it even more messy, but a little bit easier to work with?

I just happen to have a bit of text in my signature that's directly addressed to you, my complicated friend.
 
Hahah, I thank you for your concern :3

The event engine is by no means messy, unless by "messy" you mean unscripted.

I've read that section of your signature a few times over, and it's actually the reason that I started learning RGSS in the first place. I agree with it whole-heartedly, as most of the advanced event engines that I use are incapable of doing what I want from them without small code snippets here and there. I am completely convinced that everything would be much easier on me if I just coded all of my systems, but I've been using evented systems for so long that it's hard to ween myself off of them. I am learning RGSS, albeit slowly, and the forums have been a great help.

Maybe this project will be enough to finally push me towards learning RGSS.
 

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