Custom Event Triggers

Tsukihime

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Is there a way to have the new custom page trigger also be the page condition?  I don't want the page with the custom trigger to be active at all unless the trigger is set.


Basically I'm using this for my hunting mini-game and I want the animals to be able to leave the screen and dissappear when they reach the edge of the map, just like a player would transfer back to the world map (Breath of Fire 2).


The problem is that the page with the event-to-event trigger always takes priority because I don't have any other page conditions.  I only want that page to activate when the event touches the "transfer player" event (and the animal will just dissappear).
The trigger is stored in the page, so if the page is not active, how would the game know what triggers it?


If you don't want the page to be active until it is triggered, you can use self-switches.
 
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JANK

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The trigger is stored in the page, so if the page is not active, how would the game know what triggers it?

If you don't want the page to be active until it is triggered, you can use self-switches.
If I used a self switch wouldn't that mean the page can't trigger until that self switch is on?

Or is there a way to somehow bypass the page condition with an unused self switch?

Who would have thought that making an enemy dissappear off screen would be so complicated?

Is there any other way to do that?

Remember I have a complex event that uses sensor vision and arrow triggers as well.
 
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Tsukihime

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If I used a self switch wouldn't that mean the page can't trigger until that self switch is on?


Or is there a way to somehow bypass the page condition with an unused self switch?
Your situation is no different from having an action trigger.


Simply order your pages so that low-priority pages come before higher priority pages.


Your first page would be an event-to-event that turns on a self-switch


Your second page would be some auto-run or parallel process that requires the self-switch to be on.
 

JANK

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This is confusing when considering it's a random spawing event based on random variables that then uses self switches for sensor vision reaction and arrow hit detection.  I have to post the whole event sequence in the help section.
 

Tsukihime

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I can think of a way to implement it but it will never be part of this script.


It would be implemented as a separate script.
 

JANK

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I can think of a way to implement it but it will never be part of this script.

It would be implemented as a separate script.
That would be cool.
 

Necromedes

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Ok, I made a post in the Script Support section but I suppose i should have posted here from the start.

I am trying to make a key binding that makes an on map attack. That all works but when it comes to the event_touch_event trigger I am having an issue.

I set the event I am using for the base of the attack mechanics (animation, etc...) to be the only event that can trigger the enemies on the map to be erased when they touch it.

It works. However, the event is triggered even when the player touches it as well. I did not include -1 in the list of triggers so I am wondering what has gone wrong?

To my knowledge, none of the other scripts I have are interfering with this. I only have Yanfly's Common Event Buttons, Galv's Jump and Visibility Range scripts and yours.

Just to make sure I have this setup correctly. The attack event is #27. The enemy event is set with the comment and it reads:

<page trigger: event_to_event 27>

In theory, this should make it to where only event #27 can trigger it upon touch, correct?
I need some feedback from someone to help me resolve this. I'm at the point in my game that I need to get the combat working before I can work on much of anything else.

Thanks in advance.
 

Tsukihime

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It was a bug I have updated the script to address the issue.
 

Tsukihime

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There was a bug with the "event to event" trigger.

The trigger was modeled after the "player touch" trigger, which means it is one-way, so you don't need two separate types of page triggers just to specify which events can trigger what.

This is how the trigger works: you specify which events can trigger THIS event.

If EV1 has the following tag:

<page trigger: event_to_event 2 3>That means only EV2 and EV3 can trigger EV1.If you tag EV2 with this:

<page trigger: event_to_event 1>This means that only EV1 can trigger EV2.However the bug here is that if EV2 runs into EV1, only EV1 is triggered, whereas you would probably expect both events to be triggered simply because they trigger each other, and they're touching each other.
 
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