Event Touch even when Player is Through?

Alarkus

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Yo.
I have a game segment where the player holds onto a balloon to float over chasms.
I'd like to include obstacles such as arrows being fired at the player to pop the balloon.
However, in order to allow the player to float over the chasms, I've set a move route to make them "Through", this makes an Event Touch trigger impossible.
I've tried various methods I've seen in similar issue threads. (Such as setting the event to below the player) But no avail.
 

glaphen

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I think you could use yanfly region restrictions
to make the ground passable instead of player through and use an invisible same as character event to block it off until a switch is on or something.
Oh did it again this if vx ace. Dunno if it exists in ace.
Here is an ace version I think.

Oh you probably don't even need the plugin, can probably just use a passable blank picture tile set to passable and block it off with an event as above.
 
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Alarkus

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I think you could use yanfly region restrictions
to make the ground passable instead of player through and use an invisible same as character event to block it off until a switch is on or something.
Oh did it again this if vx ace. Dunno if it exists in ace.
Here is an ace version I think.

Oh you probably don't even need the plugin, can probably just use a passable blank picture tile set to passable and block it off with an event as above.
Im actually already using that script.
Didn't think of using an event like that though!
Still would be convenient if there was some other way besides wrapping events all around a cliffspace.
 
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glaphen

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Im actually already using that script.
Didn't think of using an event like that though!
Still would be convenient if there was some other way besides wrapping events all around a cliffspace.
You don't need to wrap it, just the tile past the edges that you can walk onto the region from, so if it was a long 1 width passage that would only need 2 events really, 2 events per width. If you can fly all around the map with it's still just copying and pasting, shouldn't cause lag either really.
 

Andar

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the usual way to check for through events (or player) is to compare coordinates with a parallel process.
however that has its limitations as a parallel process can create lag.
 

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