Maniac CallCommand - Add ResolveEventCommand#3505
Maniac CallCommand - Add ResolveEventCommand#3505jetrotal wants to merge 3 commits intoEasyRPG:masterfrom
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Sorry I edited the map but forgot to save before zipping. Correct map: Yeah, I also forgot to explain why those changes happened. The idea, as you said, is to properly support parent/sibling commands both as its typical command or as a call command. |
Introduces the ResolveEventCommand method to process Maniac Patch @cmd (Call Command) event commands, resolving them into their actual form. Refactors interpreter logic to use this method where event commands are accessed, ensuring correct handling of Maniac Patch commands and improving compatibility. Updates function signatures and documentation accordingly.
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This PR actually looks fine code-wise. Will revisit it again in January to do some testing. |
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yeah for control flow commands they must (unfortunately) run in the same context. I'll amend this |
…n loops Readd comments that were lost when implementing this feature
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Not setting the indent was actually a real bug. Also fixed some performance issue in Flow control should work now. Please test again @jetrotal The more I see this stuff the more I hate this command cough |
Control flow didn't change, at least related to jump to label, here's my map for futher testing: |
Otherwise they won't work
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looking good in my tests! |



in maniacs this is a thing:

To support it, this PR Introduces the ResolveEventCommand method to process Maniac Patch @cmd (Call Command) event commands, resolving them into their actual form. Refactors interpreter logic to use this method where event commands are accessed, ensuring correct handling of Maniac Patch commands and improving compatibility. Updates function signatures and documentation accordingly.
Test map (dog npc):
Map0003.zip