I would like for the events to be configured so that when they're set to "Through," they can pass through other events or the player but NOT impassable tiles.
Example: There's a room full of rats and you have to wade through them. Rather than waiting for them to move or get stuck in a narrow hallway with them, they can just pass through the player or vice-versa (they're small enough for it not to look too silly). If they're set to "Through" normally, they'll obviously pass right through the walls. ;D
I thought about setting variables to each rat's coordinates and then make a parallel process that moves them to another space when their coordinates get too close to where a wall would be...but for each rat in the room...aye, that would be cumbersome... :P
Thank you for looking into this!
Example: There's a room full of rats and you have to wade through them. Rather than waiting for them to move or get stuck in a narrow hallway with them, they can just pass through the player or vice-versa (they're small enough for it not to look too silly). If they're set to "Through" normally, they'll obviously pass right through the walls. ;D
I thought about setting variables to each rat's coordinates and then make a parallel process that moves them to another space when their coordinates get too close to where a wall would be...but for each rat in the room...aye, that would be cumbersome... :P
Thank you for looking into this!