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Trough moving event ¿?

Alright,

I've got this parallel event in a house, the movement is set to random, so it randomly moves  :shades:

Now the problem is that it blocks me now and then..
Is there a way to make it passable

-Already tried the  
 
The solution is quite easy to implement.

Just set the Priority of the event to below characters.
Below characters will make it so that the event is able move through the player but not through other solid objects.
 
Too bad Avalon's using RMXP.

I'm sure there's a script somewhere that lets events walk through the player, but not solid objects. Or you can request for someone to make it.
 
How would "Alework's Push Events" help? It has nothing to do with the problem.

I think what Avalon wants is for an event to go through the Player, but not tables and other impassable tiles.

Obviously, "Through" won't work here.
 
I've done the following:

Make event
Page1
move set at random
action button for activating
when activating: message:hello

Page2
move set at random
when hero touches event
move event (EVENT): trough on, wait 1 frame, trough off

This makes me able to walk trough other events and i haven't seen them walking trough other solid objects yet.

Tho, there now is 1 problem...
I cannot talk to the event, when i press the action button... Nothing happens..
It seems that the event only uses the 2nd page.
oh , and .. when i walk trough the event, its facing changes.... dont know why

So only 1 little thing to figure out now..
 
Events don't use two pages at the same time, just the highest page with all conditions met. So it will always use Page2 of your event.

If you want the event to keep facing the same direction, just put in the Set Move Route: "Direction Fix: ON, Through ON, Wait 1 Frame, Through OFF, Direction Fix OFF." If you want to talk to the event, put the text in the 2nd page (you can delete the first page, actually, as it has no use really).
 
I can't think of any way to combine both event pages, but I do have a solution to the general problem.  If you have the text appear on the first event page, then turn on a self switch, I can make it so the player walks through the event.  On the second event page, whose condition will be Self Switch A is on, you can create a move route for the player like this:

Through ON
1 Step Forward
1 Step Forward
Through OFF

This should make the player walk past the event, although they will not have control over the character for this passing.  It's just an idea.

~Guardian1239
 
Unfortunately, that method doesn't allow the player to talk to the event.

EDIT: Try this.

Have two event pages for the event. On the first page, set the Trigger to "Event Touch." Then turn on a switch (ex. 0001: Event).
On the 2nd page, check the Conditions box "Switch [0001: Event] is On". Set it to "Through" and put the Trigger on "Action Button." Then have whatever you want the event to say.

Now make another event that's a Parallel Processing. Set the Conditions box, "Switch [0001: Event] is On." Put something like this:
Code:
@>Control Variables: [0001:Player X] = Player's Map X
@>Control Variables: [0002:Player Y] = Player's Map Y
@>Control Variables: [0003:Event X] = [Event]'s Map X
@>Control Variables: [0004:Event Y] = [Event]'s Map Y
@>Control Variables: [0001:Player X] -= [0003:Event X]
@>Control Variables: [0002:Player Y] -= [0004:Event Y]

@>Conditional Branch: [0001:Player X] >= 2
   @>Control Switches: [0001: Event] = OFF
  : End Processing
@>Conditional Branch: [0001:Player X] <= -2
   @>Control Switches: [0001: Event] = OFF
  : End Processing

@>Conditional Branch: [0002:Player Y] >= 2
   @>Control Switches: [0001: Event] = OFF
  : End Processing
@>Conditional Branch: [0002:Player Y] <= -2
   @>Control Switches: [0001: Event] = OFF
  : End Processing

That long code of gibberish basically checks the locations of the player and the event. If the player is more than 2 tiles away from the event, then the event goes back to Page1 and starts moving again.

This method should work fine if you want to go through the event and be able to talk to it. The only problem is, the event stops moving if you're close to it (so it doesn't accidentally go into a house or tree or an unpassable tile). Also, you'll have to repeat this with every single event.

You can try this if you want, but the easiest way would be to just get a script.

Hope that helped.
Regimos
 
I've been away for a week and just seen your post.

Ill be using that method for now, indeed a nice script would still be usefull.. its located in the script request section.

The only problem i now have is that i have to be on top of the event to be able to talk to it... next to it would be better
 

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