09-26-2016, 04:24 AM
There was plenty described within the script itself, one of which is that the comments must be on the current page for an event. One COULD make events that have no comments (aura or text) one one page, but have comments on another. In this, you could use switches to deactivate or activate the page to the events with the comments.
Insofar as using common events, it is clearly described in the script's instructions. And the AURA_MODE value is a configurable value, not a toggle switch that turns on or off during the game. But each event has its OWN form of test, that being the aura_delay value. as long as the aura delay for an event isn't nil, it must be on. Understand that each event has its own value because of the option to give each event a timer before their respective auras fade. The player could be a button-masher and one event may still have the aura visible while another is turned on.
And the color to the aura text is defined in the configurable section. I choose not to add too much to the comment system so as to not slow it down.
And everything here is within the 'confines' of the initial request.
Insofar as using common events, it is clearly described in the script's instructions. And the AURA_MODE value is a configurable value, not a toggle switch that turns on or off during the game. But each event has its OWN form of test, that being the aura_delay value. as long as the aura delay for an event isn't nil, it must be on. Understand that each event has its own value because of the option to give each event a timer before their respective auras fade. The player could be a button-masher and one event may still have the aura visible while another is turned on.
And the color to the aura text is defined in the configurable section. I choose not to add too much to the comment system so as to not slow it down.
And everything here is within the 'confines' of the initial request.