Hello
It would be awsome if you add “Label”/“Jump to label” event/action
Simple example:
Global variable [function.TurnRight] is =1
├ {blah-blah events}
└ Animation finished
├ Global variable [HeroFace] is =0 | Do =1 to global variable [HeroFace]
│ | Do =0 to global variable [function.TurnRight]
├ Global variable [HeroFace] is =1 | Do =2 to global variable [HeroFace]
│ | Do =0 to global variable [function.TurnRight]
├ Global variable [HeroFace] is =2 | Do =3 to global variable [HeroFace]
│ | Do =0 to global variable [function.TurnRight]
└ Global variable [HeroFace] is =3 | Do =0 to global variable [HeroFace]
| Do =0 to global variable [function.TurnRight]
This code obviously broken, cuz result will always be 0. But with labels this can be avoided by skipping the rest of events and actions. And many other stuff.
Global variable [function.TurnRight] is =1
├ {blah-blah events}
└ Animation finished
├ Global variable [HeroFace] is =0 | Do =1 to global variable [HeroFace]
│ | Do =0 to global variable [function.TurnRight]
│ | Jump to label "label"
├ Global variable [HeroFace] is =1 | Do =2 to global variable [HeroFace]
│ | Do =0 to global variable [function.TurnRight]
│ | Jump to label "label"
├ Global variable [HeroFace] is =2 | Do =3 to global variable [HeroFace]
│ | Do =0 to global variable [function.TurnRight]
│ | Jump to label "label"
└ Global variable [HeroFace] is =3 | Do =0 to global variable [HeroFace]
| Do =0 to global variable [function.TurnRight]
| Jump to label "label"
Label "label"
This feature was pure MAGIC in RPG Maker event system and it may keep code neat and four times shorter.