Hello all, I'd really enjoy some help on how I would alter the 'Event Touch' trigger. It's a pretty simple question, I just want to know how I would make it that something happens when a CERTAIN even touches another event and NOT the player touches it. For example, there is a puzzle in which each piece has to be put in the right square and when it is, something happens.
All help appreciated thanks!
By the way, I'm using Vlue's Field Abilities.
Certain Event touch?
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There is no event-to-event trigger, you have to either use scripts or use a parallel process checking on the position of the events, or - and that might be the best in this case depending on the puzzle - have the process that moves this event check the target position.
Please check the tutorials in the Degica-Blog, there are several explaining how to handle the different puzzle mechanics without event-to-event triggers. -
Alright, but here's another example. There's a bridge with a hole in it, and you can push a block, or some object into it to walk across. I was thinking of event touch, but the player could touch it first and it would just be messed up.
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Please read the tutorials on the event puzzles - that can be done by pure eventing, without scripts - you just need the block-event to check its own coordinates after each move, and if it is on the (unpassable) hole, then it needs to turn itself into a bridge.
You need only a single event for this (no need to make the bridgehole an event), you only need to use the control variable and control switch commands for this. -
Ok, I'll try reading the tutorial, is it within these forums or not? If not please leave a link :) .
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Follow the link in my signature, it will show you how to find the other tutorials.
And the degica blog (with only some of those tutorials) is the blog top right on the page, to the right of the support link -
Which category would self checking position be in? (sorry for so many of the questions)
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You might learn something from my Sokoban Puzzle tutorial. It requires the player to move certain objects onto certain tiles and when they're all correct the puzzle is solved. However, it doesn't mind WHICH object goes to WHICH tile - as long as all the tiles are covered. If you want, say, chests on three specific tiles and boulders on two specific tiles, you'd need to add a bit more detail than I've done in the tutorial, but it can still be done with the same method.
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I'll try it, link to tutorial please?You might learn something from my Sokoban Puzzle tutorial. It requires the player to move certain objects onto certain tiles and when they're all correct the puzzle is solved. However, it doesn't mind WHICH object goes to WHICH tile - as long as all the tiles are covered. If you want, say, chests on three specific tiles and boulders on two specific tiles, you'd need to add a bit more detail than I've done in the tutorial, but it can still be done with the same method.
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If you just want to do something as simple as a block-sliding puzzle, the tutorial (here's a link) will be enough.
If you want to do something more freeform, and need to check an event's location (for example, a player throwing projectiles at lots of enemies), you can check an event's location using $game_map.events[26].x and $game_map.events[26].y and replace 26 with the event's ID. Then you can check one event's location against another and run processing for those events if necessary. -
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Thanks for the script, but could you explain how to make so that when you roll a boulder into a hole it becomes a bridge? The tags are a little confusing
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You need to use multiple pages and switches for this.could you explain how to make so that when you roll a boulder into a hole it becomes a bridge?
One event page is the boulder sprite and contains the code for moving, the other page is a simple bridge tile sprite, and conditioned to a self-switch.
When the code confirms that the boulder is at the position of the "hole", you control that self-switch ON and the event will turn from a boulder into a bridge.
You need to have the page with the bridge set with the correct properties of course.
If you need to change several events, then don't use self-switches but one general switch that all those events are conditioned to.
And if you don't know how to use switches, please set you own game aside for a few weeks while you work through the tutorials (see link in my signature). -
I know how to use switches lmao I just need help on where to put them...but I'll try what you said
Would I use variables to check the location of the event?
>>>EDIT<<<< Sorry for double posting I meant to edit my last post. -
Merged :)