BATTLE-PROCESSING ON PLAYER CONTACT.
Posts
Pages:
1
Hey, I've been working on a map that has enemies and if you get to close, they'll come after you. A small issue I'm having with this is that, the battle won't commence with the enemy actually making contact with the player, but the player making contact with the event.
The best I can solve this is to set the event to 'above character', that way it's almost impossible to get away.
If this is easily possible to accomplish, I would appreciate some help with this..
Thanks
The best I can solve this is to set the event to 'above character', that way it's almost impossible to get away.
If this is easily possible to accomplish, I would appreciate some help with this..
Thanks
I had this problem before too. You likely have it set to "Player Contact" which means that when the player character walks into an event it will activate. Set it to event contact, which does the opposite, meaning it activates when an event walks into the player. Set your events back to "same as player" and do the above, and everything should work fine for you.
Also helps to disable the event via switches or temporary event removal after the battle processing so that you don't get stunlocked into never ending battle sequences, though you probably knew that already.
Also helps to disable the event via switches or temporary event removal after the battle processing so that you don't get stunlocked into never ending battle sequences, though you probably knew that already.
Whoa, was it actually that easy.. I'll think about it about it a little harder before posting next time.
I don't suppose there is anything that allows an event to execute when another event comes into contact with it, is there?
Thanks for the explanations guys.
I don't suppose there is anything that allows an event to execute when another event comes into contact with it, is there?
Thanks for the explanations guys.
author=purple_mentats
I don't suppose there is anything that allows an event to execute when another event comes into contact with it, is there?
author=AveeI believe Avee mentioned it already, but when you have the event set to event contact, it'll react when coming into contact with another event~ :)
Did you set the event's trigger to Event Contact (or Common Touch) ?
I generally use a random movement pattern with my touch encounters, so "Player Touch" works for me over "Event Touch". The distinction is that "Player Touch" means the player is moving toward the event, whereas "Event Touch" means that the event is moving toward the player.
author=Sanaauthor=purple_mentats
I don't suppose there is anything that allows an event to execute when another event comes into contact with it, is there?author=AveeI believe Avee mentioned it already, but when you have the event set to event contact, it'll react when coming into contact with another event~ :)
Did you set the event's trigger to Event Contact (or Common Touch) ?
I've tried several times, yet I can't seem to make an event trigger, when another event touches it.
I made a short video trying to explain it a bit. Sorry for the poor quality.
If you can't make it out, there is a boat in this scene. When it travels 4 spots to the left, I have another event set to "Event Contact" (on the fourth spot next to the shore), and it's suppose to trigger the switch "boat_arrives'.
The last event to the left side of the screen is then trigger by the "boat_arrives", and is a teleport event.
The issue is that the boat won't trigger the second event, thus the teleport event doesn't work. When I press F9, is says that "boat_arrives" is NOT ON.

What you could do to have an event activate another one is to make a never-ending, parallel processed variable recording of both events' x and y locations.
Then you make another event: a parallel processed collision check using Conditions.
-When both x and both y locations are the same (If X1=X2 and If Y1=Y2 then Event 1 activates)
-or when they are next to each other (which means you'd have to code every possibility such as If X1=X2 and If Y1=Y2+1 and If Event 2 is facing up then Event 1 activates... repeat for the other 3 directions)
You could use a switch to activate Event 1, or you could also use a much simpler method: have the boat travel on a set route and activate the event with a switch when it reaches its goal.
Then you make another event: a parallel processed collision check using Conditions.
-When both x and both y locations are the same (If X1=X2 and If Y1=Y2 then Event 1 activates)
-or when they are next to each other (which means you'd have to code every possibility such as If X1=X2 and If Y1=Y2+1 and If Event 2 is facing up then Event 1 activates... repeat for the other 3 directions)
You could use a switch to activate Event 1, or you could also use a much simpler method: have the boat travel on a set route and activate the event with a switch when it reaches its goal.
Pages:
1















