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[RESOLVED] Evennts & 'counter effect'

Err... did I miss something, or.. ?

Do you know a simple way to attach a 'counter efferct' to an event in RMVX ?

The idea is to be able to activate a moving event (speak to the prisonner walking in the jail) through anoter statinary event (the jail gate I'd be able to open with the jail key) which have its own reaction (says 'the door is locked') when the moving event is not behind (noone to speak to) ?

I already tried calculating the moving event position when activating to stationary one, but to no avail. The position is just set for a very short time, and even if it seemes to be beind, its X&Y are already somewhere else. Moreover, it doesn't prenrnt the moving event to move.

Thanks all.
 
There's a flag in the tile editor, called... bush? I dunno... should be a rhombus-shaped thing. If you can't find it by this description, look at some of the default tilesets - almost oll the tables have it.
 
BlueScope":3nfori88 said:
There's a flag in the tile editor, called... bush? I dunno... should be a rhombus-shaped thing. If you can't find it by this description, look at some of the default tilesets - almost oll the tables have it.

Yes, that, I know of. Just.... it doesn't exist anymore in RMVP (like a couple of good RMXP features). And I'd like to do it without scripting and more BDR things :wink:

And... what I am speaking of is Events, not just tiles. Becouse once the door is opened, I won't need the 'counter effect' anymore.
 
Oh, you're talking about VX... shame on me for not seeing that, while I'm always the first to go "use a XP or VX tag :mad:" >>

Either way, if noone else answers until I'm home from work, I'll have a look at it right away ^^

UPDATE: I'm afraid I have to tell ya that there's no method I got working for neither events nor tiles, and that from looking at the scripts, I don't think it was meant to be. However, you shouldn't have too many problems doing this by scripting (though you didn't want to do that ^^ ), while you would have problems regarding the labelling then (you'd have to tell the program which tiles qualify for "talking through", and which don't)
 
I was too lazy those days to look at the scripts; but I am afraid your answer is the right one I was afraid of... So, YOU'll have to be afraid I'd have ot do some more BDR scripting stuff ^^
My opinion is that something must be done about those redundant jail doors.
 
Well, how about using an event 'inside' (on top) of the jail doors that handles the conversation and possibly prisoner movement (as events can easily remote-controlled), while you never "really" interact with the prisoner event, which at this point just acts as a doll that can be moved around. It'll be minimally more stressful on the Interpreter, and noone will ever notice ^^

And it saves you BDR scripts :p
 
I thought about it also. But in this case, how do you manage the opening/closing of the door ?
Moreover, I have the script just coming out of my backgroud thinking-precesses ^^ Oh dear, another BDR thing ^^
 
You can remote-control doors by that event just as you can the prisoner - by using Move Event, and select not the current event, but another.

Either way, I'm interested in what you'll come up with script-wise ;)
 

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