Is there any way to call an Event from within an Event and pass in parameters as you would a function call in C#?
I find that I would like to do this fairly often to reduce duplicated states:
- I have spells that store information in game variables. The only thing different between them is the value that gets stored. It would be nice to be able to pass in the value and just have 1 event.
- I want my player to select 4 job classes. Each of the selection screens would be the same. The only difference is which combatant the player is editing. I'd like to make a master event for party selection which calls a character creator event 4 times.
- I have a few different battle end events for side-quests. They are exactly the same as the standard battle end, except they store information in a game variable. It would be nice to call the standard battle end event from within the side quests.
Thanks!
For the character creation use case, maybe I could store the combatants in global objects and use a game variable to reference which one the sub-event is supposed to be acting on.
The battle end events have no way to call other battle end events that I can see.
That was the main reason I purchased Makinom -- I couldn't do what I wanted to with ORK events without an excessive amount of duplicatation. Makinom schematics allowed me to create more reusable "functions."
You should also be able to start ORK events from Makinom schematics, so this would let you chain together ORK events in ways you can't do with just ORK. You can call Move and Battle events from a Game event, but not another Game event. So you can use Makinom to glue them all together and pass local variables back and forth.
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would you like to share what you mainly used Makinom for? Considering to get a copy recently.
If it's just different things based on variables, you can use global events for that (or using a Call Battle Event node to use another battle event). They can share variables, selected data and found objects with the event that called them.
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