[RMVX ACE] MAKING AN EVENT ACTIVATE AS SOON AS THE PLAYER IS ON TOP.
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Hello citizens of RPG Maker.net!
I'm having a little bit of trouble with a certain mechanic I'm trying
to implement.
So in my game there's a one tile jumping mechanic,
if you jump on a certain tile, a switch activates that opens a
door.
So in a nutshell,
I'd like so that if the player is on top of an event, the event activates as soon as the player enters the event's position. I know you can do the parallel process method that tracks the player's x and y position via variables
but I've found that to be far too laggy for a large number of events.

If you've ever played the game Star Tropics that's pretty
much what I'm trying to accomplish.
If you can tell me how to do this via script or other means
besides the one I mentioned, I'd be super grateful! :D
P.S I'd like for the method to require the event to be under
the player, I'm using Galv's jump script if you were wondering.
I'm having a little bit of trouble with a certain mechanic I'm trying
to implement.
So in my game there's a one tile jumping mechanic,
if you jump on a certain tile, a switch activates that opens a
door.
So in a nutshell,
I'd like so that if the player is on top of an event, the event activates as soon as the player enters the event's position. I know you can do the parallel process method that tracks the player's x and y position via variables
but I've found that to be far too laggy for a large number of events.

If you've ever played the game Star Tropics that's pretty
much what I'm trying to accomplish.
If you can tell me how to do this via script or other means
besides the one I mentioned, I'd be super grateful! :D
P.S I'd like for the method to require the event to be under
the player, I'm using Galv's jump script if you were wondering.
Aside from your post's weird formatting (please remember that the site has automatic word-wrap enabled), the thing that comes to my mind might be to set up the event as Below Hero and trigger On Event Touch. See what that does. Unless you've already tried that, and it does not produce the intended result?
Why don't you just set the event to player touch?

EDIT: Event Touch is better for chase events like enemies.

EDIT: Event Touch is better for chase events like enemies.
That was the other thought in my head, but, wasn't exactly sure if it would trigger off of Player Touch if the player is physically "on" the event after a JUMP command. Not that I'm sure if would trigger off of Event Touch in such a case either, but, that's what testing is for!
Marrend
That was the other thought in my head, but, wasn't exactly sure if it would trigger off of Player Touch if the player is physically "on" the event after a JUMP command. Not that I'm sure if would trigger off of Event Touch in such a case either, but, that's what testing is for!
Oh, you're right. If it's happening after a move action, event touch would be better because that would activate whether or not the user was interacting with the event.
author=MarrendSorry about the odd formatting! I actually have already tried these two options, sadly both player and event touch don't work. This is a core mechanic in my game and it would be a shame if I had to scrap it due to technical limitations.
Aside from your post's weird formatting (please remember that the site has automatic word-wrap enabled), the thing that comes to my mind might be to set up the event as Below Hero and trigger On Event Touch. See what that does. Unless you've already tried that, and it does not produce the intended result?
Man, if someone could just make a script for this it would open an entire slew of new stuff you could do in RPG Maker.
Regions. Regions are your friends.
Mark the points with regions, use an event to see if you're on a region bam, regions.
Mark the points with regions, use an event to see if you're on a region bam, regions.
author=LibertyThat would be nice, but my game uses regions for walking sound effects, believe me I had that idea.
Regions. Regions are your friends.
Mark the points with regions, use an event to see if you're on a region bam, regions.
The most complicated way to do it:
https://rpgmaker.net/tutorials/1035/
Use X/Y variables to track the player and the event.
When the variables are where you want them to be then you WIN!
Edit:
Oh, you tried that = epic fail.
I mean, don't you need variables to track the player's X and Y coordinate to get Region ID in the first place? My memory on this point is a tad foggy, so I could certainly be corrected here.
The consideration in my head at the moment is to make the event you're trying to trigger after the jump... part of the jump-event. You might need a handler for facing, and probably a game-switch activation (probably not a self-switch activation if a door is being opened elsewhere), but, it might be the easiest solution?
The consideration in my head at the moment is to make the event you're trying to trigger after the jump... part of the jump-event. You might need a handler for facing, and probably a game-switch activation (probably not a self-switch activation if a door is being opened elsewhere), but, it might be the easiest solution?
Also, honestly, I doubt walking sound effects are as important as your professed key mechanic. Why are you using regions for something so trivial? Liberty's right. This is exactly what regions are designed for. You could be handling your walking effects with a common event on a parallel process that's waiting for the player to move and actually using your regions for something important. But why do that when you could tie up your regions with walking effects and cause a problem that you can't get an answer for?
You're going to have to do what Marrend said and put the necessary coding in every jump event.
You're going to have to do what Marrend said and put the necessary coding in every jump event.
author=MarrendMy game actually has free jumping in it, but that could be a possible solution that I didn't think of. It's a simple method but it would certainly work in theory! Thank you!
I mean, don't you need variables to track the player's X and Y coordinate to get Region ID in the first place? My memory on this point is a tad foggy, so I could certainly be corrected here.
The consideration in my head at the moment is to make the event you're trying to trigger after the jump... part of the jump-event. You might need a handler for facing, and probably a game-switch activation (probably not a self-switch activation if a door is being opened elsewhere), but, it might be the easiest solution?
author=KumoriCloudGamesauthor=MarrendMy game actually has free jumping in it, but that could be a possible solution that I didn't think of. It's a simple method but it would certainly work in theory! Thank you!
I mean, don't you need variables to track the player's X and Y coordinate to get Region ID in the first place? My memory on this point is a tad foggy, so I could certainly be corrected here.
The consideration in my head at the moment is to make the event you're trying to trigger after the jump... part of the jump-event. You might need a handler for facing, and probably a game-switch activation (probably not a self-switch activation if a door is being opened elsewhere), but, it might be the easiest solution?
I was going to suggest the same thing. Worst case scenerio you do all the eventing from the jump point rather than the landing point.
For some reason, I thought the action of jumping was only tied to certain tiles. However, if your game has free jumping (which, I imagine, means that jumping happens on a button press), I'm not actually sure how effective putting in the event to trigger after the jump as part of the jump command. Which makes me wonder if what you might be looking for may be more akin to the functionality of the Wand of Blasting in this game?
*Edit: To be fair, the WoB does not "jump". However, the event that represents the bullet contains additional functionality. That event "looks" at tiles in front of it to determine whither or not there is an obstruction there, and if so, checks if it's an event it can trigger.
*Edit: To be fair, the WoB does not "jump". However, the event that represents the bullet contains additional functionality. That event "looks" at tiles in front of it to determine whither or not there is an obstruction there, and if so, checks if it's an event it can trigger.
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