Changing two local events at the same time

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Started by Tzaacht 12 posts View original ↗
  1. Hi all,
    I'm quite new to the forum though I admit I'm lurking around lately since I'm on a project right now and your help is really amazing and useful, so first of all I want to thank you. :)
    I looked in the first 10 pages of this section but haven't found what I need so I'm kindly asking for your help.

    At the moment I'm stuck with this thing about having to have two events in a map that needs to change page at the same time. Since the same couple of events will be repeated in other maps, I need them to change only in the actual map and not in all the world, and on top of that they have to stay as they are when leaving/re-entering map (basically, as chests).

    Here is what I'm talking about:
    Wall.jpg

    I will have my pg wear some kind of equipment that let them brake walls. Sooo... for the lowest one I have no problem, I simply create a self switch when clicked and Boom, wall crashes (new page with open wall). But what about the upper event?
    That's where I'm stuck. I already know it will probably be the easiest of things but I can't think of nothing! :dizzy:

    Thank you in advance!
  2. There's some plugins like outerselfswitch, galv's puzzle functions (etc) that will let you change multiple event switches at a time. Galv's being my favorite.
  3. try setting your first event's tile to "counter".

    if that doesn't work, set it to trigger a common event and use the common event to change both events.
    basically, a relay action.

    additionally, you can just trigger a move route change from the first event, change both event's move routes, and from the move routes, change each event's graphic.
  4. A simple solution would be to put your broken wall graphic there in a spriteset rather than using two separate tiles.
  5. You can also use a small Script command to update the self switch of a different event:
    Code:
    $gameSelfSwitches.setValue([mapId, eventId, switchId], true);
    Where mapId is the ID# of the map, eventId is the ID# of the event, and switchId is the letter code of the switch (like "A" or "B"). So for example:
    Code:
    $gameSelfSwitches.setValue([4, 18, "A"], true);
  6. .... what's with all this inconvenient solution?
    Only @Weremole understand the situation here.

    You're limiting yourself into thinking that the problem is the two event have to change page.
    Open graphic editor. Cut the hole image in charset format (3x4). Name the file with the $! prefix. Set the character as one event.

    event.png

    There, I have a large hole as a character as well for example. You don't have to worry about the size as long as it follows he 3x4 format. I even use one event to animate the entire 30x20 tile map to work as an animated foreground. Now you can go back using the old simple self switch.
  7. Kuro DCupu said:
    .... what's with all this inconvenient solution?
    Only @Weremole understand the situation here.

    why so judgmental? Every single suggestion posted here is a valid method to try. Sure, some might work better or be easier to implement than others, but it's a bit of a stretch to say only one person understood the situation here. Everyone who replied understood the situation perfectly.
  8. I use a lot of what @Aloe Guvner said. Trust me, is really simple and effective. just use a Script Event Command.
  9. Yea, all is valid. But inconvenient. If there are supposed to be 5 holes in a map, then there will be 10 events there.
    Tzaacht said:
    Since the same couple of events will be repeated in other maps,
    You've got to copy-paste each pair of em. And next time you somehow made mistake and wanna edit it, you have to drag each pair of em. Check on each pair of em. As well as the others pair of em in other maps.

    Right, everyone did understand the situation. But not yet better.
  10. Thank you all, these are some nice ideas. I will test them out and see which fits better! :D:thumbsup-right:
  11. Aloe Guvner said:
    You can also use a small Script command to update the self switch of a different event:
    Code:
    $gameSelfSwitches.setValue([mapId, eventId, switchId], true);
    Where mapId is the ID# of the map, eventId is the ID# of the event, and switchId is the letter code of the switch (like "A" or "B"). So for example:
    Code:
    $gameSelfSwitches.setValue([4, 18, "A"], true);

    Awesome Aloe, that saves me from suffering possible plug-in conflicts in the future. Thank you.
  12. Two events with a variables trigger. Set the first page to no trigger, on player touch, when they run into the wall, it sets off the event that just adds one to the variable, which causes the next page, which is the broken hole graphic.