ISSUE WITH EVENT TOUCH
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I am using RMVX
I am stuck with a problem.
My game is sort of an action game, and enemies follow you around. When they touch you, a switch is turned on and another event starts up that makes the player lose 1 "life".
I have the monsters set to "event touch", rather than "player touch" because in player touch, the player must be facing the monster for the switch to be turned on.
The problem with this is, if one monster touches another, it get's triggered and the player "loses a life."
Could I please have some advice?
I am stuck with a problem.
My game is sort of an action game, and enemies follow you around. When they touch you, a switch is turned on and another event starts up that makes the player lose 1 "life".
I have the monsters set to "event touch", rather than "player touch" because in player touch, the player must be facing the monster for the switch to be turned on.
The problem with this is, if one monster touches another, it get's triggered and the player "loses a life."
Could I please have some advice?
One way I can think of is to check to see if it's near the hero with conditional branches. So set two variables equal to the heros x and y position, then use conditional branches to check if the enemy is +/-16 points from both x and y.
There's probably an easier way to do this though.
There's probably an easier way to do this though.
author=Liberty
One way I can think of is to check to see if it's near the hero with conditional branches. So set two variables equal to the heros x and y position, then use conditional branches to check if the enemy is +/-16 points from both x and y.
There's probably an easier way to do this though.
Thanks anyway. If I don't get a simpler suggestion I will try this.
This might be a stupid thought, but will the preventing event overlap stop the events from triggering eachother?
author=Hoddmimir
This might be a stupid thought, but will the preventing event overlap stop the events from triggering eachother?
Preventing event overlap?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The simpler way is to do the same thing using scripts. It's too much work with events.
And FYI, your original method probably doesn't require a switch to be turned on to call another event; simply call a Common Event.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I, uh. What's confusing exactly? You kind of need to say what you're confused about, or what you're trying to do, or something. Otherwise I'm just going to basically slightly rephrase the above post that described how to do it. You store the hero's coordinates in two variables, then you store the event's coordinates in two variables, then you compare those sets of variables to see if the hero and event are one tile away from each-other.
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