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Refreshable Events - Printable Version

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Refreshable Events - kyonides - 06-02-2023

Refreshable Events
XP + VX + ACE

by Kyonides

Introduction

Let's be serious! Serious
Who would ever love watching how the same old loot that nobody cares about is still lying on the floor of that dungeon? Confused That's specially true after getting lost in several other maps! Shocked

If you were using Self Switches as Page Conditions, then this script is for you! Grinning

Just follow the instructions already embedded in my script and you'll be fine! Two Thumbs Up!

Basic Instructions

Code:
# * Refreshable Events XP & VX & ACE * #
#   Scripter : Kyonides Arkanthes
#   v0.5.0 - 2023-06-03

# Are you worried about mobsters leaving worthless treasures the player will
# never ever pick up and pack them?
# You don't want the player to see those useless spoils are still lying on the
# floor when the party returns to that map?
# Or are you tired of finding the loot returning on its own after you saved
# and loaded the same game session?
# Now this scriptlet will handle the automatic refresh of such events!

# * Script Calls * #

# - Use it right after the party has defeated the enemy troops!
#   refreshable_event

# - Use it only if you ever need to cancel the refreshable effect.
#   normal_refresh_event

Thinking Do you need a demo to confirm this actually works?
Look no further! Grinning


Terms & Conditions

Free for use in any game.
Include my nickname in your game credits.
That's it!


RE: Refreshable Events - kyonides - 06-03-2023

Demo Update!

After further testing the demo after some forumer wanted to globally save some data on a file, I suddenly noticed something quite fishy.

Whenever you defeated the Basilisk and picked up the loot, the event didn't stay erased. This meant that you could get that prize as many times as you wanted as long as you saved and loaded the same game session till your hand could not handle it anymore! Shocked

The reason was that my second event page was a little different than in my other demos, where the enemy event does not trigger another self switch at all. Under that circumstance it remains erased as expected, but that is not the case if you erase it for any reason like I did in the RMXP demo.

Don't worry, pals! Winking There is an easy fix and this new version of my script includes it for sure! Grinning