How to make Player Object @through = true

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Started by chungsie 6 posts View original ↗
  1. Right, so Game_CharacterBase does not explain how to change @through for anything other than an event which you can edit in the engine. How then, without dealing with passability of tiles, do you make a Player event through = true?

    I would like the player become through from another map. How do I do that with a script call?

    If you itterate, every event on a game with maps > 1, you end up with hundreds of special cases to make something passable/through with regrads to your player. I would like something as simple, as Game_Player.through = true. But that does not work. We have tried, @through = true for the event on the separate map which helps to work with our Battle Engine system, but it only appears to make the calling event through = true and the player is still derby.

    Thank you :)
  2. If you can hear this, I believe that doing Move Route (Player selected) and Through ON is enough.

    Anyway, in VX Ace terms, I would think that a script call of $game_player.through = true would work. $game_player is different from Game_Player as Game_Player is a definition and $game_player is the object that works on that definition.
  3. Harosata said:
    If you can hear this, I believe that doing Move Route (Player selected) and Through ON is enough.

    Anyway, in VX Ace terms, I would think that a script call of $game_player.through = true would work. $game_player is different from Game_Player as Game_Player is a definition and $game_player is the object that works on that definition.
    if the player is on same map, yes this works.
    also this was already solved on central server. I forget the solution, but it wasn't that. had to append to the actor class.
  4. Re-reading...Affecting the Player from another map. I just want to point out that, by default, the Player is usually on the current map, and even so, there's usually only one Player. I can only guess two reasons why you want to affect the player with a map they are not on: First, the player is not on the current map which sounds strange as the player object is designed with the current map in mind. Second, you are using a secondary map to affect the player.

    I think the second is likely. In that case, it's less of affecting the character through a secondary map and more of using a secondary map's event as a condition. I believe the self switch (was it $game_self_switches[[map_id,event_id, 'letter']] ? ) may be the easier way to determine the state of the event which in turn will determine the state of the player. However, I believe it may be easier just to use a Common Event as you only need to make the Parallel Process active then use another switch instead of "checking the other event".
  5. chungsie said:
    Game_Player.through = true

    Game_Player is the class. $game_player is the object.

    $game_player.through = true

    I am not sure what you mean by "from another map". Only one map is active at a time, and that is the map the player is on. If you are wanting the player to interact with an event on one map, that will cause them to be 'through' when coming to this map, then you will need to turn on a switch on the other event, and have a parallel process event on this map, conditioned by that switch, that sets the player to through and then erases itself. You will also need a way to turn through off again - either another event, or maybe on all events that teleport you away from this map.

    In that case you wouldn't even need to do it via a script call. Set Movement Route lets you turn through on and off, and you can select the player as the target of the movement route.
  6. there's a script with for a battlesystem. uses an inactive map for skills and what not.