Hello everyone.
I'm having a little problem with a project.
Basically I have a little girl character who for a short while will follow the player through a forest. She's set to be a bit slower, is not part of the party and I've just made her an event with Parallel Process and the move route command to 'Move towards the player'. So far it's worked pretty well however as the player moves through the forest they are sort of backtracking to the beginning of the mission and pass over a few old events, these are all set to 'Below Character' but the little girl event can't seem to move past them; she gets stuck. I'm not sure why, I would have assumed the 'Below Character' would apply to moving events too but I guess not. Now if this was a cutscene type scenario I would just set the little girl event to 'Through' as she approaches another event but obviously she has got free movement based on how the player moves so I can't do this otherwise she just walks straight through trees haha.
So is there a way to resolve this at all?
The only thing I can think of so far is to copy the map and take all the old event placeholders out so it's free of obstruction but this seems a bit of a run around when there may potentially be an easier way.
Thank you all very much. :)
Event Move Routes over other Event Tiles
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You're sure she's set to Same as Characters?
Have you added or modified any scripts? I always thought one event would go through another IF they had different priorities. I'd look that up if I was at home - all I know is that the event's passability? method calls another method called collide_with_characters or something like that. I don't recall if that does the priority check. I don't think it'd take much to make it do it, if it doesn't already. -
there is a tricky alternative to this, if you don't get the trhough fixed.
Yanfly has a script "restrict move region", that will allow you to set tiles as impassable to events or players by placing a predefined region ID on them. The original intention was probably to prevent randomly moving event to leave an area.
However, you can place the blocking ID on all regularly blocked tiles, and then the event won't go through there even if through is ON. -
Hi there.You're sure she's set to Same as Characters?
Have you added or modified any scripts? I always thought one event would go through another IF they had different priorities. I'd look that up if I was at home - all I know is that the event's passability? method calls another method called collide_with_characters or something like that. I don't recall if that does the priority check. I don't think it'd take much to make it do it, if it doesn't already.
Yep she's definitely set to 'Same as Character' and the rest as 'Below Character' so in theory I would have thought she would be able to walk over the tiles too but it would seem it doesn't work that way. I haven't changed any script at all, kept well away because I knew I'd get myself in a mess if I did start changing that.
EDIT:
Hi all!
I managed to figure out why it wasn't working. Once I put the other events (the one's set to 'Below') to 'Through' the moving event could pass through them. Thought this was very odd since, as I said, I would have thought the priorities would take care of it but it achieves exactly what I need right now.
Thank you all for your help! -
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