Event firing another event on the map?

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Started by Geoff Moore 4 posts View original ↗
  1. I'd like to have a enemy event fire out a projectile event on my map. The way I see it working is like this:

    1) Having a deactivated projectile event with a switch to activate it and make it visible when the enemy fires.

    2) The projectile jumps to the location of the enemy event, assumes it's direction and moves forward.

    3) Some way to control what happens when it hits the player or a follower.

    4) The projectile is deactivated when it hits a character, a 'same as player' priority event or impassible tile, returning it to it's original state (only one projectile for each enemy can be on the screen at once).

    I'd appreciate any advice. It sound pretty simple, but I have no idea where to get started. Is eventing an okay way to go about this, or does it need to be scripted?

    Thanks for reading!
  2. I know there are some action battle scripts out there that might help with this, but I don't know how extensively you'll be using these action elements.    One thing to keep in mind is that RPG Maker doesn't make things like collision detection easy to implement.  I recently did a minigame where you can throw rocks upward and try to hit a few different moving targets.  I did it all with events, but since the player is the only one launching objects it made it a little more manageable.  Here's a screenshot of my event screen.

    http://s18.postimg.org/779ipcd09/throwing_rock_event.png

     I had it set the rock's location to where I was throwing it from, set its move route so it would go up to where I wanted it, then after it had reached there I set the target's x location on the map to a certain variable.  Because I already knew the rock's x location (because that was dependent on what event I had activated) I just checked if the variable for the target's x was equal to the expected x.  If so it was a hit and I evented accordingly, showing an animation and making the event invisible.  It got even more complicated since after you hit the first target there are multiple possible targets for it to hit, which required more checks.  Moral of the story, eventing it was really complicated for a pretty simple mini-game.

    As for having multiple enemies shooting things at your player, it would be relatively simple seeing if the projectile hit you by having the event activate based on event touch, but you might need a lot of parallel events going on to get these projectiles to fire when and where you want them to, which could get messy and laggy pretty quickly. 

    So it might be doable with events, but I would recommend keeping it relatively simple.  Or you could look for an action battle system script of some kind, but I've only heard about them and haven't tried them.  I also remember seeing this script by Yanfly, http://yanflychannel.wordpress.com/rmvxa/utility-scripts/spawn-event/ which could potentially help with making it so the projectiles could be created at certain points, which might make things easier, but once again I haven't tried the script.  I don't know how much that helped, but good luck!
  3. Those were really helpful pointers, thank you! I've got something simple figured out now, and it's working pretty well. This can be closed. Thanks again!
  4. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.