Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

To tell the truth, I gave it some thought, and I actually do think the idea is solid. More ways to refer to events can't hurt. I don't want to bog down the UI or instructions for more basic users, so here are some thoughts that went through my head:

1. $v# would get interpreted as the RPG Maker variable with the given ID (for example, $v4 would tell it to use the value in variable 4.)

2. If you put something in (parentheses), it is evaluated as Javascript code.

And, of course, anything else is treated like an event ID if it's a number or an event name if it isn't, which is how it already works. I could implement either or both of the above. (But not right now; it's late.)

Hey again, were you able to take a look at this?

(2 edits)

Eh, no, at the time you asked, I hadn't had an opportunity to look at this. Life has been a thing. But anyway, I incorporated that update in the MZ version of the Pro version of this plugin, exactly as I had mentioned it above. 

The $v# thing could be done the same way in MV as MZ, but the other one would be significantly harder (not impossible, though!) I'll work on that next. EDIT: Made the same change to MV.

works perfectly! thanks so much, this will save me a lot of time!