Tsukihime 1,487 Posted March 30, 2013 (edited) This script allows you to execute common events in the current scene. For example, by default, if you use an item that executes a common event from the item menu, the menu will close and you will be taken to the map scene where the event will be executed. With the scene interpreter, you can execute the common events right in the menu scene. Furthermore, the scene interpreter allows you to create all sorts of complex behaviour such as switching between scenes or executing custom logic without having to do any scripting yourself. Previously, any of these mechanics would need to be scripted. Now, all you need is a common event to handle all of it. Download Get it at Hime Works! Edited March 30, 2015 by Tsukihime 4 amicable, Dark Horseman, dbchest and 1 other reacted to this Share this post Link to post Share on other sites
estriole 326 Posted March 30, 2013 this is great! now we can do common event in the menu, etc, this make thing easier by whole lot . Share this post Link to post Share on other sites
sacarious 0 Posted March 31, 2013 I cant beleive how.. un reviewed this is... this could be super super useful!!! I forsee some serious game changers. Share this post Link to post Share on other sites
Tsukihime 1,487 Posted March 31, 2013 That's cause the only scenes where you would actually call common events is the skill scene and the item scene lol Of course if you are using scripts that activate common events in other places this script would make it easier to do as well. Share this post Link to post Share on other sites
DP3 188 Posted March 31, 2013 Oh that's a wonderful script Share this post Link to post Share on other sites
estriole 326 Posted March 31, 2013 i smell tutorial scene could be made by now . 1 Galv reacted to this Share this post Link to post Share on other sites
estriole 326 Posted April 10, 2013 when i use this script. there's something wrong happened. i create a common event: show message "abc" move route jump show message "123" then in script i use $game_temp.reserve_common_event(id) SceneManager.return then i goes to scene map. and it only show message "abc". ignoring other two event command. (it got stop on move route) when i'm not using this script it works okay. second thing.... since you add interpreter in the scene base. i try using @interpreter.dosomemethod but it give me fiber error. . is there a way to call method i define in Game_Interpreter? Share this post Link to post Share on other sites
Tsukihime 1,487 Posted April 10, 2013 It is the interpreter updating that is causing the problem. I have not isolated the issue, but my current theory is that it simply reads all of the commands before it changes to the map scene. The reason why the text shows up is because the show text command queues up some text in the message object, and that gets shown cause it's still around until you show them. I am not sure about your second issue. What are you trying to do, and why are you trying to call interpreter methods directly? That sounds questionable. Share this post Link to post Share on other sites
Dark Horseman 93 Posted April 12, 2013 Is there a simple edit to exclude this from affecting common events in battle? I use an ATB system, and for some reason, this script ignores Wait functions when common events are run so the battle keeps progressing, e.g. the enemies keep attacking in between common event animations and dialogues with wait. Outside of the battle, everything is fine. Share this post Link to post Share on other sites
Tsukihime 1,487 Posted April 12, 2013 Try class Scene_Battle < Scene_Base def update_interpreter end end Not sure if that will work. 1 Dark Horseman reacted to this Share this post Link to post Share on other sites
estriole 326 Posted April 13, 2013 the error occur when i want to call method inside class Game_Interpreter class Game_Interpreter def call_common_event(id) @params[0] = id command_117 end end when using event command - script call. it works fine . but how to use that method inside another script. Share this post Link to post Share on other sites
Tsukihime 1,487 Posted April 13, 2013 (edited) I don't know but I can't even get your thing to run because @params is nil. I am not testing it with this script included, but that shouldn't matter. You should create a separate thread because this is not related to the script. Edited April 13, 2013 by Tsukihime Share this post Link to post Share on other sites
estriole 326 Posted April 15, 2013 nevermind got it work. using: @interpreter.setup($data_common_events[id].list) using that. most common event command works in my created scene. the not working command: PAGE 1 - scrolling message not working. PAGE 2 - Character TAB, Movement TAB - ALL not working and any event command that change the scene executed but end the common event (but it's alright) thanks for this script hime . Share this post Link to post Share on other sites
Tsukihime 1,487 Posted October 13, 2014 A number of bug fixes have been implemented http://www.himeworks.com/2014/10/updates-to-the-scene-interpreter/ Share this post Link to post Share on other sites
SymbolsWriter 1 Posted November 16, 2014 Ok, I have a question. I want to make an item that when used from item menu would show a picture, then return to the item menu. So I make a common event like this: And make an item that calls it. And apparently it runs as intended except the picture is not visible. I understand it's being shown BELOW the item menu or something? So I need to either find a way to show the picture ABOVE the item menu or temporarily hide the item menu while the picture is shown, and I don't have any idea how to achieve either. Any help? Share this post Link to post Share on other sites
+ dbchest 160 Posted November 17, 2014 another innovative release, great job. Share this post Link to post Share on other sites
Tsukihime 1,487 Posted November 17, 2014 Ok, I have a question. I want to make an item that when used from item menu would show a picture, then return to the item menu. So I make a common event like this: And make an item that calls it. And apparently it runs as intended except the picture is not visible. I understand it's being shown BELOW the item menu or something? So I need to either find a way to show the picture ABOVE the item menu or temporarily hide the item menu while the picture is shown, and I don't have any idea how to achieve either. Any help? This script does not support pictures or other screen effects. An add-on is in development. Share this post Link to post Share on other sites
Dymdez 77 Posted November 17, 2014 This is a must have script for a lot of reasons, especially for ABS. Took me a while to realize how useful this is. This will prevent events from colliding if the player decides to use an item that runs a common event during, say, a boss fight in an ABS, or a parallel process cutscene. Excellent!! Share this post Link to post Share on other sites
SymbolsWriter 1 Posted November 17, 2014 This script does not support pictures or other screen effects. An add-on is in development. Ooh, that looks promising and really useful! I'll be looking forward to it! 1 Dymdez reacted to this Share this post Link to post Share on other sites
+ AlliedG 274 Posted December 25, 2014 Seems to be a compatibility issue If you call a common event with Yanfly Ace Menu Engine and you have <run scene: current> on the common event it still runs on the map? https://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-menu-engine/ Share this post Link to post Share on other sites
Tsukihime 1,487 Posted January 4, 2015 For command windows, I do not have a general solution due to the way window selection works in general. Patches may need to be made as needed. I've added a patch for yanfly's menu engine to the download list on the blog. 1 AlliedG reacted to this Share this post Link to post Share on other sites
AeghtyAteKees 11 Posted May 13, 2015 (edited) I've discovered a strange issue. If a common event that does NOT have <run scene: current> is called from the use of an item (therefore returning to the map scene), and that common event contains a wait command, the event will stop processing at the wait and no further commands will be executed. This seems to also include anything with "wait for completion" checked. Edited June 5, 2015 by AeghtyAteKees Share this post Link to post Share on other sites
Fynmorph 1 Posted October 24, 2015 (edited) I think i found a bug too. When you call an event that changes a stat (say, remove 1 HP), it doesn't refresh properly, it's always 1 step back (and when you leave the menu and open again, it's properly displayed now). Here's a demo: http://puu.sh/kVKlS/6791692c00.rar Use the potion (it adds +1 max HP without script and remove 1 HP with script call). (and AeghtyAteKees, i don't think there was an issue with that). Edited October 24, 2015 by Fynmorph Share this post Link to post Share on other sites
AeghtyAteKees 11 Posted March 27, 2016 (edited) When showing a choice window within the item scene, the cursor controls both the choice window and the item list, which looks weird and is rather annoying. When selecting the choice in the choice window, the selected item back in the item list is not selected/activated (as is desired), so it's not as if the cursor is actually controlling both windows, correct? EDIT: I apologize; I just now saw the comment at the top of this page saying command windows are buggy. Is there maybe a way to pause the item scene completely or deactivate the item list window while I'm working with the common event? Would that also freeze the common event? Edited March 27, 2016 by AeghtyAteKees Share this post Link to post Share on other sites