Event Trigger Problem

● ARCHIVED · READ-ONLY
Started by az201701 8 posts View original ↗
  1. So I am making some what of a platformer.. crazy I know but I know it can be done... so my problem is that while managing to get the jumping (using the jump action plugin from Tomoaky) and direction facing problem down with an autorun event with a self switch... The trigger has been a problem for me... so I have a button that triggers when you jump and touch it displays a hint... heres the problem.. if i make it above characters it doesnt trigger at all.. but if i make it same as characters.. it triggers as long as you are in the same column as the event.. even though the actual button and the event is above the character... is there a work around? I have seen someone remake a Mario level in rpg maker so I know it can be done... but I do not know how...

    2cp97ad.png

    Edit 1: I included an image showing what i mean above.. in case my words doesnt explain things fully
  2. Are you saying that you change the Priority of the event to "Same as characters" the trigger works when it is touched by the character? But, when the Priority of the event is set to "Above characters", then the event does NOT trigger when it is touched?

    If so, this is the correct behavior. The Priority "Above characters" would raise the event to a layer above the characters like a cloud. Even though you may be making a platform with the event "above" the characters, it is a different kind of "above"... if that makes sense.
  3. Yes I do understand it is the appropriate behaviour in the normal sense ... but my question is... since how do I make it so that the event only triggers when I jump and touch it... is there a way to do that?
  4. You can use a conditional branch and check for the following script;
    Code:
    $gamePlayer.isJumping();

    That way, it is activated upon touch, but the code only runs if the $gamePlayer.isJumping() comes back as true.
  5. nope that does not work.. i think tomoaky jump plugin uses a different way of doing jumping than the jumping script within rmmv
  6. It says:
    • state - contains character's current state and how many frames they've been in the state
    and
    • state.bush - Character is in a bush
    • state.dashing - Character is dashing (running)
    • state.jumping - Character is jumping
    • state.ladder - Character is on ladder
    • state.moving - Character is moving
    • state.idle - Character is doing nothing
    You would have to access the state.jumping as an alternative to the built in method that I prescribed earlier. But, i'm not familiar with that plugin, so I wouldn't know how to proceed. Sorry.
  7. yeah I know.. but it looks so complicated! Just wondering if there are any easier ways to do this...