Tsukihime 1,487 Posted August 19, 2012 (edited) This script allows you to divide an event list into multiple sections using labels. An event with multiple sections will only execute the section that was triggered. This allows you to create different behaviors for the same event depending on how the event was triggered. There are many different ways to divide an event list Pushing a button, for example the C button or the X button. Using a key item. Touching an event For example, one button might allow you to talk to an NPC, while using a keyitem on the NPC allows you to trigger a special set of commands. Download Get it at Hime Works! Edited March 2, 2015 by Tsukihime 3 Wren, KayDgirl91 and SixShotSamael reacted to this Share this post Link to post Share on other sites
Bunni89 85 Posted August 20, 2012 Wow, thank you! This is exactly what I need :3 You're a scripting beast! Share this post Link to post Share on other sites
∑-sigma- 16 Posted August 22, 2012 (edited) So when I saw this, I thought it'd be perfect for an option where someone says something and you pick your reply based on an emotion, like, "Angry Response, Happy Response", that kind of stuff. But when I actually tried the script, it basically just skipped the labels and played the whole thing, making the character say something nice, then angry, then happy, then bored, it was awkward.. Not really sure what I did wrong, was hoping maybe you could let me know. *Picture removed* Edited August 22, 2012 by -sigma- Share this post Link to post Share on other sites
Tsukihime 1,487 Posted August 22, 2012 (edited) I've updated the script to support key inputs whose names are greater than 1 character (eg: F5). You will need to use a full input script if you want support for any keys outside of the ones the default engine gives you (F1, F2, ...) I have tested it with cidiomar's full input script on F1 F2 and it works fine now. Even obscure keys like :HOME and :CTRL work. Basically every key is fair game as long as it's bound to the engine. Edited August 22, 2012 by Tsukihime Share this post Link to post Share on other sites
∑-sigma- 16 Posted August 22, 2012 It still doesn't wait for me to input anything, it just goes right through the labels and plays everything. *sigh* Guess I'm just going to have to do it the hard way through eventing. Share this post Link to post Share on other sites
Tsukihime 1,487 Posted August 22, 2012 (edited) Try it in a clean project this script overwrites a bunch of things. And do it with a simpler set-up, using standard keys like :C and :B. While it shouldn't matter, at least you can verify what you're typing is valid. Are you sure F1 and F2 are valid keys? cause it's normal to just fall through labels that don't mean anything to the script. Edited August 22, 2012 by Tsukihime Share this post Link to post Share on other sites
∑-sigma- 16 Posted August 22, 2012 No dice, just tried it in a clean project, turns out you can't use this script in mid conversation. The button inputs have to be to activate the event. It would work for something like a stealing mechanic, where you press a certain key to steal from people, but for what I'm after isn't it. Maybe I could pester you for something like what I'm after? Lol. Share this post Link to post Share on other sites
Tsukihime 1,487 Posted October 20, 2012 (edited) I have updated the script to support key item trigger labels. Think chrono cross. You can now use a key item to trigger an event. 1: choose a "key item variable" in the configuration. This is only important if you are going to use the event command "select key item" to force players to choose a key item. Otherwise this is not very relevant (and by default you can see I use an arbitrary variable...) 2: choose a "key item button", which is the key you press in order to open up the key item selection window. 3: setup your event trigger labels for your key items. Use the label keyitem?(x) Where x is the ID of the key item you want to trigger this event. Select an item (cute coins is item 16) Triggered! Edited October 20, 2012 by Tsukihime Share this post Link to post Share on other sites
KanaX 0 Posted April 27, 2013 (edited) I have the same problem. Edited April 27, 2013 by thepimpleoffury Share this post Link to post Share on other sites
KanaX 0 Posted April 27, 2013 No dice, just tried it in a clean project, turns out you can't use this script in mid conversation. The button inputs have to be to activate the event. It would work for something like a stealing mechanic, where you press a certain key to steal from people, but for what I'm after isn't it. Maybe I could pester you for something like what I'm after? Lol. Sigma I had the same problem as you. Tsukihime forgot to point out that you have to set the trigger for the event to "Action Button" (which makes sense since we do the same, just with multiple keys instead). And also for some reason the automatic "exit event processing" of the script doesn't work, so before each label insert the "exit event processing" and you should be up and running. Share this post Link to post Share on other sites
Tsukihime 1,487 Posted September 27, 2013 (edited) A new type of label has been added: "trigger?" These are available if your event trigger is "player touch" or "event touch". If you touch an event, then the event will run the "player touch" section. If an event touches the player, then the event will run the "event touch" section. If you trigger the event using a button or key item, the appropriate section will run (same as action trigger) Edited September 27, 2013 by Tsukihime Share this post Link to post Share on other sites
KayDgirl91 99 Posted September 27, 2013 Great looking script! Another great post by the master! Share this post Link to post Share on other sites
Wren 179 Posted October 5, 2013 I'm starting to become a Tsukihime stalker, checking every thread or post... I am glad I am because I keep finding awesomesauce scripts like this one! Teehee. Share this post Link to post Share on other sites