You can put the player's current location (x and y position) into variables using a Control Variables command. If that's all you're asking, this is not a complex event system for advanced users - it's just "how to I obtain this game information?"
no, that's only the first part of the complex version of what I'm asking about. The complex version would contain hundreds of conditional branches to check "is player in this row" and then one branch per column per row. then it would move the player to the corresponding point in the rotated copy of the map. I'm trying to find a way to simplify this with an event at the center of the entire map acting like 0,0 instead of say 35,15(the center point of my current map I'm working with) I am trying for more than just grabbing the player's location. I'll attach a image of my map so you can see what I mean.You can put the player's current location (x and y position) into variables using a Control Variables command. If that's all you're asking, this is not a complex event system for advanced users - it's just "how to I obtain this game information?"
I don't have a higher understanding of scripting, and since (0,0) is the top left corner and not the center I can't just invert the coordinates(is it even possible to invert a variable from + to - in rpg maker?), I would need to check what the variable is for each possible X and each possible Y in each X to get the exact position checked and trigger the proper transfer location in the system I had originally set up with a much simpler map(straight line with only 3 y spots and only flipping not rotating) if the map had 30 x spots the player can be in and 50 y spots then each tile would need a conditional branch relating to it to move the player to the right spot on the rotated map. In my much simpler map where I used this method it was very slow and clunky.you shouldn't have to do 30X50 conditional branches, all you'd need would be to run a parallel process that constantly checks the player's coordinates in two variables and use the data from that event in the conditional that determines when you want to invert the map to determine where to send the player.
You would never invert in such a case, you would always add or substract relative differences.(is it even possible to invert a variable from + to - in rpg maker?)
I think I understand, but to make sure, what I do is basically justYou would never invert in such a case, you would always add or substract relative differences.
That's basic mathematics, no need for anything more complex.
Let's say you have a 100x100 map and the center is at 49,49.
Current player coordinates might be 10,20 in this example.
X distance is therefore -39 and Y distance is -29
Now substract the differences from the center coordinates and you get the new player coordinates
new X = 49 - (-39) = 88
new Y = 49 - (-29) = 78
you'll need a series of control variable commands to calculate the result after getting the player X/Y-coordingates with two control variable - game data commands, but nothing more complex than adding or substracting the correct values...
Hmmm. I have seen mention of that script before and really probably should pick it up. I've been avoiding it as I already have a good number of scripts and am worried about introducing something incompatible but not noticing it for a while. Ehhh, most of what I have is Yanfly anyway so I might as well.@TSED Normally when I have skills that take effect upon death I use events for processing the skills rather than force action. (Using play animation + strait damage dealing and so forth to imitate using a skill but without having to use every possible character combo to force an action in order to use it). You could also make your 'splodey' immune to the death status and have an event in each battle it's in (or use a script that allows you to have common battle events, of which Yanfly at least has made one) with a span of moment and the condition that splodey's hp = 0% that forces splodey itself to use the skill and then applies the death status to it. Just a couple of options that should clear up the endless conditionals.