as long you are on the map, it keeps running unless you leave the room,
X and Y coordiantes aren't need if the player hits the region ID, so
that makes it pointless.
RegionID and MapID is more used if you transfer back and forth to
a different map to regain the coordiantes, so that isn't point here.
you can ofcourse activate a switch when to run the parallel event if you please,
but there are 3 other ways to set it up without regions entirely.
like as a moving platform, the sameway is exactly the same for convoyer belt,
but XY coordiantes aren't needed there either!
it really depends how the puzzle works and if some parts require it,
but on the basics, XY coordiantes aren't needed.
there is a tutorial how to make this arrow part work with regions.
I just need to find it where it is.
EDIT:
here is a simple setup you can use:
if: Script: $gamePlayer.regionID == 10
Moveroute: player (skip)
Move left (maybe turn if needed, depending on the facing direction or add it)
end
if: Script: $gamePlayer.regionID == 11
Moveroute: player (skip)
Move right (maybe turn if needed, depending on the facing direction or add it)
end
do this for UP and DOWN as well, (12, 13) use region id as you see fit.
$gamePlayer.regionID == x // catch regionID directly, there is also
another one to fetch, player.x and y directly, but the above part
dont require teh coordiantes as it is directly fetch on the $gamePlayer.regionID.
efficient and faster to catch
