08-16-2021, 05:25 PM
(This post was last modified: 08-16-2021, 05:28 PM by DerVVulfman.)
BUMP
to version 10.6
The main system has not been altered with this latest upgrade. Instead, a new script call has been added and introduced: Move Vehicle.
The function of the new Move Vehicle command is one that lets the game developer move a vehicle from one place on a given map onto another place on the same map. This feature is akin to the function of the default [Set Event Location] system, but with a particular difference that will be explained.
The default [Set Event Location] command allows the game developer to move an event about on the map. This is fine for normal RPGMaker XP events. Their IDs remain the same and the events themselves do not physically change apart from graphics or paging. But this is not the case with vehicles.
A vehicle starts off as a normal event, like any other. And when they are first introduced on a map, they can be subject to the same [Set Event Location] as any other. However, when the player rides a vehicle, the actual event that the player activates/clicks to board is actually 'erased'. The event becomes no more. It is gone, and the [Set Event Location] command is now useless. And when the player exits the vehicle, a brand new event is created. This event now has a new ID which [Set Event Location] will not be able to access as it will not be available in the game editor. It's completely new.
The function of the new Move Vehicle command is one that lets the game developer move a vehicle from one place on a given map onto another place on the same map. This feature is akin to the function of the default [Set Event Location] system, but with a particular difference that will be explained.
The default [Set Event Location] command allows the game developer to move an event about on the map. This is fine for normal RPGMaker XP events. Their IDs remain the same and the events themselves do not physically change apart from graphics or paging. But this is not the case with vehicles.
A vehicle starts off as a normal event, like any other. And when they are first introduced on a map, they can be subject to the same [Set Event Location] as any other. However, when the player rides a vehicle, the actual event that the player activates/clicks to board is actually 'erased'. The event becomes no more. It is gone, and the [Set Event Location] command is now useless. And when the player exits the vehicle, a brand new event is created. This event now has a new ID which [Set Event Location] will not be able to access as it will not be available in the game editor. It's completely new.
Enter the new Move Vehicle command.
Unlike its predecessor event command, Move Vehicle does not rely upon the Event ID of the vehicle, but instead relies upon the vehicle's unique key name. This key name can be 'Canoe', 'BigBird', 'Boat' or whatever the game designer uses to identify the vehicle on the map and in the configuration section itself. So one could use the command thus:
move_vehicle('Canoe', 15, 22)
(Remember, the unique key name 'is' case sensitive, canoe and Canoe are not the same.)
This simple command moves the 'Canoe' vehicle to x/y coordinates of 15, 22 on the map, this whether or not the player had previously ridden the vehicle. This would not be possible with [Set Event Location], but now possible with the new Move Vehicle command now available in version 10.6