death by moogles
Member
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!
Thanks in advance!
# to call:
# $game_map.events[Event-ID].unerase
class Game_Event
def unerase
@erased = false
refresh
end
end
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!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.
Thanks a lot! It works perfectly.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)
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?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!
yes times infinity :Ddeath by moogles":1kx4u7ls said:I am completely convinced that everything would be much easier on me if I just coded all of my systems