Event stay in window?

Geoff Moore

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Is there a way to have an event stay in the window, (for example the bottom right visible tile) at all times? So when the player moved enough for the screen to scroll, the event would move to maintain its position. I'm making a kind of heads up display thing using an event (heavily reliant on eventing so I can't just use pictures).

Thanks for reading!
 
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Zoltor

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Is there a way to have an event stay in the window, (for example the bottom right visible tile) at all times? So when the player moved enough for the screen to scroll, the event would move to maintain its position. I'm making a kind of heads up display thing using an event (heavily reliant on eventing so I can't just use pictures).

Thanks for reading!
Perhaps use a common event for it, and just have a pic for the graphic.

If you need more conditions then what Common Events offer, go to Hime's site, he has a Custom conditions script, that allows you to make custom conditions for every type of event.

PS. It would help, if you told us what the event is meant to do.

Or here's another option, use a region code script, and make it so every step the char takes, adds 1 to a variable, once it = enough, the event moves 1 space towards the char.
 
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Andar

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Is there a way to have an event stay in the window, (for example the bottom right visible tile) at all times?
Yes and no...
I'm assuming you use a map event for the display?


It can be done, but it requires quite a bit of thought to pull this off - that's why most people use scripting instead of eventing for HUDs.


1) Map events can't be transferred between maps - that means you need a map HUD event on every map, and you need their code started again whenever you enter a new map.


2) Common events (which are independent of the maps) don't have a display, you can only use them to display pictures on all maps. However, you can place some coding into them and call them from map events - that way you don't have to enter everything anew for the map events.


3) If you make the map event "above player" and "through" it will move everywhere on the map - and then you can use a check on parallel to set it to a location relative to the player on the screen.


However, making this parallel check a common event (theoretically better) will require you to make sure that the HUD-Event has the same ID on all maps - for example it's the first event placed on all maps to get an ID=1 everywhere.


As you can see, creating a HUD with events is not easy - you'll better off using or writing a script for it.


If you tell us what it is supposed to do, we might be able to point you in the correct direction.
 

Celianna

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I event HUDs all the time - yes you need a picture. You don't want to use event graphics.
 
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Geoff Moore

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Awesome advice, thanks everyone! Sorry I wasn't more specific with what I wanted to achieve, but thanks to you I've got everything worked out. This can be closed now. :)
 

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