Charlie Lee":3d4vp95s said:
@eharper256: I'm gonna introduce an option to delete the original event, thanks for pointing out the "issue" and your ideas.
Cool, if you put in the delete feature I'll definately use it. It already has considerable utility, but that would make it an essential pick up in my eyes. I already use your mini-characters for worldmap script.
fox5":3d4vp95s said:
I have a question: is there any way that this can be edited to allow the 'copies' of the event to appear in a certain position, and only when a switch is turned on? For example, you go up to an event and press enter, and a copy of an event appears in the space the other event is. I know I haven't explained that very well, but could it be done?
Yeah, as Charlie Lee says, you don't have to use a parallel process for the event. Put it on Action Button, then use this populate:
$game_system.map_interpreter.populate_area(event_id, max_events, x1,y1,x2,y2)
If its a certain location to spawn in, then just put the same value for both x's and both y's, like
$game_system.map_interpreter.populate_area(23, 1, 26,11,26,11)
That would put 1 copy of event 23 on exactly square 26, 11. At least I assume. I haven't tried that. And if its tied to a sprite of a switch or something with Action button trigger, it would generate one each time you pulled it. However, I don't know what would happen if you ran this command when something was already in the only occupiable space. Possibly something bad; unless the events had 'Through' switched on.
Thinking about it, if this worked, doing something like that would allow you to have regenerating puzzles like the trash cube in the sewers one in Tales of Symphonia.