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EVENT GROUPS

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Hello everyone,
here's my first official technical question.
Let's say I want to activate an event across 3 tiles of the map. When the event is over, I do not want to see it again.
There is no way (which I learned so far) to extend an event over 3 tiles and script it. It seems it can occupy only 1 specific tile. Therefore, my rudimental solution was:

- Create a variable evGroup (it is initialized to 0)
- Define 3 events, activated under condition: variable evGroup is 0 or above
- When the execution of one of the three events is over, set the variable to -1.

I'm using variables as boolean values (much like switches) because when I create a switch it is initialized at OFF, and the conditions events can use are "When x switch is ON". Hence, they're not usable. A variable is istantiated with value 0, and this is good because I can consider >=0 as true and <=0 as false.

I still think that this workaround is not that good: I'm forced to create 1 variable for each event which occupies more than 1 tile. And this is bad in long games, I'm going to have toooons of variables this way.

I'm sure somebody of you know a better way to reach my goal (an event which covers a bigger than 1 tile area). Please, help my noobness! :P


Thanks for the attention,
hoping I'll be able to return the favor in the future,
Daniele
J-L
"I cannot complain when your icon of choice is a penguin"
1791
I'm not exactly sure what needs to be achieved by this. But let's say that you want an event that occupies more than a tile to prevent a player from going through a certain area.

Wouldn't it be wiser to have a parallel process place the event at the player's X or Y coordinates at all times? Again, I'm not sure if it's the best idea without knowing what's the purpose of this.
Ah, you mean letting the 1-tile event intercept the player.
That is a cool idea. Going to try it soon.
Thanks J-L!
SunflowerGames
The most beautiful user on RMN!
13323

Why don't you just use a control switch to turn the events on and
off?

When something happens the events on the three tiles occur.
Then when something else happens they all disappear. This
requires you to make the second page of the event a blank
page.

author=kory_toombs
Why don't you just use a control switch to turn the events on and
off?

This requires 1 switch for every "event group" I build in my game: is this a good choice?
Thanks for the assistance, kory_toombs!
Find another interesting solution:

1. Define an autorun event, with (not-self) switch condition. Deactivate after completion (using another event page).
2. Define copies of an event which simply activate the (not-self) switch mentioned. Then, they deactivate themselves.

Material used:
- 1 main event + x events on the x tiles you need to cover
- 1 switch

Seems to me a simple and good solution. Seems also that if you need event interaction, you need at least 1 (not-self) switch.

Opinions?
SunflowerGames
The most beautiful user on RMN!
13323

An autorun event is only good if this is taking place during
an event sequence. Your character can't move around in an
autorun event. You could try parallel process, but again
totally unnecessary.

My method can be used with no other events running.
ie. those events will always be there until something
else happens.

And I never use self switches, I always use control switches.
Control switches can be turned on and off from anywhere else.
This makes New Game + easy to program.
I had a battle in the event, therefore in this specific case there was no difference.
In general, though, I'm going to follow your advice.
Thanks, Kory!
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