Followers that can trigger events...

RiseOfTheChimera

Bound together by difference.
Veteran
Joined
Jun 11, 2013
Messages
43
Reaction score
0
First Language
English
Primarily Uses
Hello, I have run into kind of a big problem in my game, which has been in development for a long while now. You see, my game uses over-world enemy encounters; none of that "random encounter" junk. By the game's end, the player should have a party of five, the only problem is that having five party members makes it INCREDIBLY easy to avoid enemies; enemies follow the player but are constantly blocked by the followers. I was wondering if there was a way, with or without the need of scripting, for enemies to be able to touch the followers and start a fight, in other words, if events touch followers and those events are set to activate based on "event touch" have that event's actions play out. Any help would be greatly appreciated, thank you for your time.
 

Berylstone

Veteran
Veteran
Joined
Jun 3, 2013
Messages
642
Reaction score
62
First Language
English
Primarily Uses
Hello, I have run into kind of a big problem in my game, which has been in development for a long while now. You see, my game uses over-world enemy encounters; none of that "random encounter" junk. By the game's end, the player should have a party of five, the only problem is that having five party members makes it INCREDIBLY easy to avoid enemies; enemies follow the player but are constantly blocked by the followers. I was wondering if there was a way, with or without the need of scripting, for enemies to be able to touch the followers and start a fight, in other words, if events touch followers and those events are set to activate based on "event touch" have that event's actions play out. Any help would be greatly appreciated, thank you for your time.
You maytry setting your monster event to Options: Through  Priority: Above Characters  Trigger: Player Touch

That might be a simple solution to your problem.

If not, you might could try using the script commands: $game_player.followers[ ].y $game_player.followers [ ].x

First you would have to make two variables to keep track of your monster's x, y coordinates and store them using the game data operand under control variables.  So something like this:

Control Variables: [0001:Monster Event:X] = This Event's Map X

Control Variables: [0002:Monster Event:Y] = This Event's Map Y

Then write some conditional branches putting the ID of the follower you want to trigger the event into the brackets on those script commands.

Conditional Branch: Script: $game_player.followers[2].x == $game_variables[1]

Conditional Branch: Script: $game_player.followers[2].y == $game_variables[2]

Battle Processing: Troop 1

Branch End

Branch End

#note

It sounds like your monster event is probably moving randomly about on your map so you'll have to set the trigger to parallel process if the first solution doesn't work for you.  That way it is continuously processing the x,y coordinates of your monster as it changes so it will know when it shares a tile with your party member.
 
Last edited by a moderator:

RiseOfTheChimera

Bound together by difference.
Veteran
Joined
Jun 11, 2013
Messages
43
Reaction score
0
First Language
English
Primarily Uses
You maytry setting your monster event to Options: Through  Priority: Above Characters  Trigger: Player Touch

That might be a simple solution to your problem.

If not, you might could try using the script commands: $game_player.followers[ ].y $game_player.followers [ ].x

First you would have to make two variables to keep track of your monster's x, y coordinates and store them using the game data operand under control variables.  So something like this:

Control Variables: [0001:Monster Event:X] = This Event's Map X

Control Variables: [0002:Monster Event:Y] = This Event's Map Y

Then write some conditional branches putting the ID of the follower you want to trigger the event into the brackets on those script commands.

Conditional Branch: Script: $game_player.followers[2].x == $game_variables[1]

Conditional Branch: Script: $game_player.followers[2].y == $game_variables[2]

Battle Processing: Troop 1

Branch End

Branch End

#note

It sounds like your monster event is probably moving randomly about on your map so you'll have to set the trigger to parallel process if the first solution doesn't work for you.  That way it is continuously processing the x,y coordinates of your monster as it changes so it will know when it shares a tile with your party member.
 thank you for your help, the first option would not work because then my enemies will be able to walk through anything inexplicabley. If you may provide a much more in depth tutorial for the second option i would be very grateful! my enemies are programmed to chase you when spotted by the way. :)
 

Berylstone

Veteran
Veteran
Joined
Jun 3, 2013
Messages
642
Reaction score
62
First Language
English
Primarily Uses
 thank you for your help, the first option would not work because then my enemies will be able to walk through anything inexplicabley. If you may provide a much more in depth tutorial for the second option i would be very grateful! my enemies are programmed to chase you when spotted by the way. :)
I will try, though I seem to be having a hard time explaining things tonight to where people can understand so not sure I'll be successful.

But before I do, if I could have a screen shot of your Monster Event it would help me a lot.  I'm not sure how the event works.  I was guessing it just randomly moved about on your map.  If it has specific programming to chase the player if they get too close it might not be possible to set the trigger to Parallel Process without messing up your original event.  So before I get into the weeds about how to set up and compare the event's coordinates with that of your party members it would help me a lot to see how that event works.
 
Last edited by a moderator:

RiseOfTheChimera

Bound together by difference.
Veteran
Joined
Jun 11, 2013
Messages
43
Reaction score
0
First Language
English
Primarily Uses
I downloaded it and it didn't work at all, I'm guessing its an incompatibility 

I will try, though I seem to be having a hard time explaining things tonight to where people can understand so not sure I'll be successful.

But before I do, if I could have a screen shot of your Monster Event it would help me a lot.  I'm not sure how the event works.  I was guessing it just randomly moved about on your map.  If it has specific programming to chase the player if they get too close it might not be possible to set the trigger to Parallel Process without messing up your original event.  So before I get into the weeds about how to set up and compare the event's coordinates with that of your party members it would help me a lot to see how that event works.
thank you for your cooperation... I'm not too good with instructions, nor am i too good at understanding variables. as for a screen shot it would be useless because my event is triggered by "event touch" and it just says battle processing troop 1 then delete the event. if you still need a screenshot I will do it but for now i don't think it's necessary :)
 
Last edited by a moderator:

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
Is switch 12 on or off?
 
Last edited by a moderator:

RiseOfTheChimera

Bound together by difference.
Veteran
Joined
Jun 11, 2013
Messages
43
Reaction score
0
First Language
English
Primarily Uses
Is switch 12 on or off?
 I installed the script and didn't mess with it at all o: i am looking at the script and it says

# Turn this ON to disable follower event touch

Disable_Switch = 12

I don't know what that means so please ellaborate and hopefully it will work :) thank you
 

Berylstone

Veteran
Veteran
Joined
Jun 3, 2013
Messages
642
Reaction score
62
First Language
English
Primarily Uses
thank you for your cooperation... I'm not too good with instructions, nor am i too good at understanding variables. as for a screen shot it would be useless because my event is triggered by "event touch" and it just says battle processing troop 1 then delete the event. if you still need a screenshot I will do it but for now i don't think it's necessary :)
Don't worry about the screen shot then.  If Tsukihime can hook you up with a script that will probably be the better way to go anyway.  But if things don't work out and you want to revisit this just PM me and I'll try to explain it better.
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
I installed the script and didn't mess with it at all o: i am looking at the script and it says


# Turn this ON to disable follower event touch


Disable_Switch = 12


I don't know what that means so please ellaborate and hopefully it will work :) thank you
When switch 12 is ON the script doesn't do anything.


Basically it's possible that switch 12 is reserved by another script, or you just happened to have switch 12 ON when you were play-testing for whatever reason.


I guess it's possible for there to be incompatibilities even though the script is basically 2 lines of logic.


Try it on a new project to check if it's incompatibility.


Maybe move the script around...
 
Last edited by a moderator:

RiseOfTheChimera

Bound together by difference.
Veteran
Joined
Jun 11, 2013
Messages
43
Reaction score
0
First Language
English
Primarily Uses
When switch 12 is ON the script doesn't do anything.

Basically it's possible that switch 12 is reserved by another script, or you just happened to have switch 12 ON when you were play-testing for whatever reason.

I guess it's possible for there to be incompatibilities even though the script is basically 2 lines of logic.

Try it on a new project to check if it's incompatibility.

Maybe move the script around...
how would i know if switch 12 is on or off? how would i turn it off?
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
In testplay press F9 to open the switch/variable debug window.
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
Are you using any pixel movement scripts?
 

kerbonklin

Hiatus King
Veteran
Joined
Jan 6, 2013
Messages
1,726
Reaction score
275
First Language
English
Primarily Uses
RMMV
yeah i am, i was guessing it was a movement script causing it not to work... there is no solution is there D:
If you're using VE - Pixel Movement, give that event a comment of <over tile>   This goes for any other event space that your player/followers have to stand on top of to activate.
 
Last edited by a moderator:

RiseOfTheChimera

Bound together by difference.
Veteran
Joined
Jun 11, 2013
Messages
43
Reaction score
0
First Language
English
Primarily Uses
If you're using VE - Pixel Movement, give that event a comment of <over tile>   This goes for any other event space that your player/followers have to stand on top of to activate.
 i tried it but still no dice. they still don't activate when touching a party member...
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,367
Reaction score
7,676
First Language
German
Primarily Uses
RMMV
Please link to the pixel movement script you're using and link or list all other scripts in your project as well.

People can't help you with incompatibilities if they don't know what other scripts you're using.

And you should have said that you're using pixel movement in the first post, because that changes a lot where positioning and collision is concerned...
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

People3_5 and People3_8 added!

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.

Forum statistics

Threads
105,868
Messages
1,017,085
Members
137,583
Latest member
write2dgray
Top