Manipulating Large Events' Priority

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Started by Dymdez 9 posts View original ↗
  1. I have an interesting dilemma concerning very large events (3x6 squares, 4x8, 2x6, etc) that I use for enemies in my ABS game. Events that are larger than 1 square seem to give the priority to only 1 square in the event, even if the event is larger than 1 square. The priority given to the 1 square is whatever is assigned, but the rest of the event is given priority 2 (above character). Is there a way to manipulate event priority for events larger than one square?

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  2. No, because priority is tile-based, and an event only takes up one tile.
  3. Wow, first time ever I have gotten a solid "no" to a question posed, thanks Tsuk
  4. You would need to get a script for it, and even then it's not a trivial problem.


    Several pixel movement scripts attempt to address this I believe.
  5. Why do you want to change the priority? Are you actually asking about changing the collision area for the event so the player can't walk over the entire base of the sprite?
  6. I suppose, yes. But Tsuk raised valid points as to how this is probably not worth pursuing, because of how complicated and intrusive its going to be on other aspects of the engine.
  7. I wrote a script for large collision areas for large sprites, but it only works if the event is not moving (checks the player's collision with the sprite). I WAS in the process of improving on it so it also worked for events with large sprites that move around, but never quite got it finished (had to cater for the fact that you could now trigger the event from further away than the next tile).


    Search for "large collision" and you might find it. If you know anything about scripting, you might be able to improve on it yourself.
  8. The problem is that my event will be moving around -- I'll take a look Shaz -- thansk Tsuk.