Good day, my RPG fellows. I find myself obliged to ask for help. Again (sigh). I'm creating my first MV game. It's a sort of crafting/survival game (pretty ambitious for my beginner skills, I'm aware of it) where player can crafts objects and tools. Generally, tools are used to craft or pick materials up, but some of these tools can be used only if the player is close to a... er... a structure (like hammer and forge). So, I found a way to do this mechanic: checking the weapon (read:...
Good day, my RPG fellows. I find myself obliged to ask for help. Again (sigh).
I'm creating my first MV game. It's a sort of crafting/survival game (pretty ambitious for my beginner skills, I'm aware of it) where player can crafts objects and tools. Generally, tools are used to craft or pick materials up, but some of these tools can be used only if the player is close to a... er... a structure (like hammer and forge).
So, I found a way to do this mechanic: checking the weapon (read: tool, like hammer) equipped, then save in a variable the name of the event (read: structure, like forge) and check it with conditional branches when the tool button is pressed. This works well and smooth with normal events but... doesn't with spawned events.
I'm using YEP event spawner (since, like I said, it's a crafting game). The process I came up with seems to not save the name of a spawned event (although it does save the event ID). Trying to do it, the game says:
Protected download
I also tried to check the note (the field at the right side of the event name) instead of the name. Again, this works with normal event, doesn't with spawned ones.
Indeed, I found a solution. It's a tortuous, very uncomfortable and easily-to-be-bugged eventing that checks the event properties. But I'd rather have a small script line, if possible, or even modify the plugin code.
Any help is appreciated. Thanks in advance and good eventing!