[RM2K3] SECTION OF AREA DETECTION EVENT INTERFERING WITH OTHER SECTION.
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Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I've been cutting down on how many events I need for the world map and I've decided to just go with creating an area using variables for world map chipset changes instead of a line of events around the area. All other areas aside from my desert area work fine, but the desert areas seem to only pay attention to the last one on the list while ignoring all others. Individually they work, but as a group they don't. I think it might have something to do with turning on and off switches, though other areas have multiple parts to them.
Does anyone know what needs to be done to get this to work?
This is how I have the "coding" set up:
The Call Event is essentially if is ON or OFF then Change Chipset.
Does anyone know what needs to be done to get this to work?
This is how I have the "coding" set up:
<>Branch if Var [####:World Map Terrain X] is (left X location) or more
<>Branch if Var [####:World Map Terrain X] is (right X location) Less/Equal
<>Branch if Var [####:World Map Terrain Y] is (upper Y map location) or more
<>Branch if Var [####:World Map Terrain Y] is (lower Y map location) or Less/Equal
<>Switch Operation: [####:World Map Desert] ON
<>Call Event: World Map Terrain
<>
Else Handler
<>Switch Operation: [####: World Map Desert] OFF
<>Call Event: World Map Terrain
<>
End
*Continue through other possible Else Handlers*
The Call Event is essentially if is ON or OFF then Change Chipset.
I think you might want another layer of checks:
ie-
ie-
<> If (the hero is at such and such location)
<> If (WorldMapDesert) OFF
<> WorldMapDesert ON
<> Call Event World Map Terrain
<> End if
<> Else
<> If (WorldMapDesert) ON
<> WorldMapDesrt OFF
<> Call Event World Map Terrain
<> End if
<> End if
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I'll look into that. Thank you.
EDIT: If I understood it correctly, that method didn't work. There must be some explanation for why it's only the desert area that doesn't want to cooperate with the system. The only real problem I see is that I want for the player to only be able to land at one area of the desert and have to walk to the other side to reach a large optional dungeon (I'm an ass), and that only certain monsters will appear in this area, though this would work normally as a regular sand tile is used as the beach and another as the desert.
EDIT: If I understood it correctly, that method didn't work. There must be some explanation for why it's only the desert area that doesn't want to cooperate with the system. The only real problem I see is that I want for the player to only be able to land at one area of the desert and have to walk to the other side to reach a large optional dungeon (I'm an ass), and that only certain monsters will appear in this area, though this would work normally as a regular sand tile is used as the beach and another as the desert.
Also, I am not sure if I am understanding what you are trying to accomplish. What I understood was that instead of having a rows of teleport events around a map, you want to replace them with a single event that checks rectangle boundaries, correct? And this is for multiple areas, right?
Since RM2k3 doesn't support AND and OR statements in conditionals, the safer way to code this would be to have a succession of IFs that all have to be met, and then flip a switch, like:
Since RM2k3 doesn't support AND and OR statements in conditionals, the safer way to code this would be to have a succession of IFs that all have to be met, and then flip a switch, like:
<> IF (condition1)
<> IF (condition2)
<> IF (condition3)
<> Switch CONDITIONS1_3_met: ON
<> End if
<> End if
<> End if
<> If (CONDITIONS1_3_met is ON)
<> Switch CONDITIONS1_3_met: OFF
<> do stuff...
<> End if
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
What I'm trying to do is essentially make areas for the world map using variables that change the tileset used if the player is within the area. So, say, for this:

I want for the tileset to change if the player is inside the mountain range and resort back to the default while outside the mountains.

I want for the tileset to change if the player is inside the mountain range and resort back to the default while outside the mountains.
I wish I could see that image but image hosting services like imageshack photobucket are blocked at work.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I think I just came up with a possible solution. For those that know that this won't work, please tell me, but I was thinking about turning on a switch that is only used by one area instead of by the entire region, and that if you leave that one area it turns it off.
So let's say the desert has 4 areas (it does), I would have 4 switches that don't try to turn the others off because the player isn't in one of their current areas but is only affected if the player is outside that one area. This wouldn't explain why the frozen part of the raised continent stopped working, but I'm going to look into this because I believe that there is some sort of solution to this problem since I was able to get at least part of it to work yesterday.
EDIT: IT WORKS! All that anger and headache I dealt with yesterday was not in vain. Now I can cut out roughly 1300 events from the world map which will make it easier to work with, open, and play by those who still work off of outdated computers that tend to lag.
So let's say the desert has 4 areas (it does), I would have 4 switches that don't try to turn the others off because the player isn't in one of their current areas but is only affected if the player is outside that one area. This wouldn't explain why the frozen part of the raised continent stopped working, but I'm going to look into this because I believe that there is some sort of solution to this problem since I was able to get at least part of it to work yesterday.
EDIT: IT WORKS! All that anger and headache I dealt with yesterday was not in vain. Now I can cut out roughly 1300 events from the world map which will make it easier to work with, open, and play by those who still work off of outdated computers that tend to lag.
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