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Ok, so I'm using Falcao Pearl ABS for battling and a detection script (by Prof Meow Meow?) for detecting.
The goal is to have an NPC (lets call him Bob) who walks around and interacts with you. However, if youre in a zone you're not supposed to be in, then Bob begins to try and find you. If he does detect you, he attacks you. The ABS script requires <enemy: xx> in the name (and uses almost all self-switches), and the detection script requires "tracer" in the name. My idea (to simplify it) is to have 3 simultaneous events: Bob (normal), Bob_tracer (detecting), and Bob<enemy: xx> (attacking), and switch between them.
This is the way I've done it:
You enter a bad zone: Switch "Badzone" is turned on.
For [Bob] - Parallel process
Condition: If Switch Badzone is On: Set Event Location: [Bob], Switch with [Bob_tracer], and Erase Event.
For [Bob_tracer] - Parallel process
Condition: If Switch "Trace" (the switch thats triggered if youre spotted) is On: Set Event Location: [Bob_tracer], Switch with [Bob<enemy: xx>], and Erase Event.
That works, in the sense that Bob starts to look for you if youre in a bad zone, and then attacks you if he sees you, but obviously means that you can't switch back (from [Bob_tracer] or [Bob<enemy: xx>] back to [Bob]) because the events are erased.
Is there any way of doing this? Not erasing the events just loops them chaotically.
The goal is to have an NPC (lets call him Bob) who walks around and interacts with you. However, if youre in a zone you're not supposed to be in, then Bob begins to try and find you. If he does detect you, he attacks you. The ABS script requires <enemy: xx> in the name (and uses almost all self-switches), and the detection script requires "tracer" in the name. My idea (to simplify it) is to have 3 simultaneous events: Bob (normal), Bob_tracer (detecting), and Bob<enemy: xx> (attacking), and switch between them.
This is the way I've done it:
You enter a bad zone: Switch "Badzone" is turned on.
For [Bob] - Parallel process
Condition: If Switch Badzone is On: Set Event Location: [Bob], Switch with [Bob_tracer], and Erase Event.
For [Bob_tracer] - Parallel process
Condition: If Switch "Trace" (the switch thats triggered if youre spotted) is On: Set Event Location: [Bob_tracer], Switch with [Bob<enemy: xx>], and Erase Event.
That works, in the sense that Bob starts to look for you if youre in a bad zone, and then attacks you if he sees you, but obviously means that you can't switch back (from [Bob_tracer] or [Bob<enemy: xx>] back to [Bob]) because the events are erased.
Is there any way of doing this? Not erasing the events just loops them chaotically.
