How do I transfer a player to an event's coordinates? (RPGMakerMV)

JustAColdKid

JustICE
Member
Joined
Feb 7, 2017
Messages
9
Reaction score
1
First Language
English
Primarily Uses
RMMV
I'm trying to make it so you can transfer the (player) to the Map's: ID as well as the event's X & Y: coordinates. Is this even possible? Please solve?
 

bgillisp

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
13,522
Reaction score
14,255
First Language
English
Primarily Uses
RMVXA

I've moved this thread to RPGMaker MV. Please be sure to post your threads in the correct forum next time. Thank you.

 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
Transfer Player will take variables rather than fixed values. So just put the map ID into one variable, and the x and y coordinates into another. If the event is on the current map, you can use Control Variables > Game Data which will let you select and event and choose its X and Y position.

You wouldn't be able to do it for events that are on another map, because only one map is loaded at a time - events on a different map will not be accessible because the other map needs to load first. And the event's location on the other map would be where you put it at design time, so you may as well just hardcode the coordinates in that case.

There is also the option to swap the player and an event. I think it's in the Set Event Location command.
 

JustAColdKid

JustICE
Member
Joined
Feb 7, 2017
Messages
9
Reaction score
1
First Language
English
Primarily Uses
RMMV
Okay, thank's anyway. I'll keep trying to figure it out. The reason I'm using it is so I can implement a tent as an item. You can pick this tent up and place it on the x/y coordinates of the player. The tent can be picked up and placed an infinite amount of times but the bug I'm having is that (once player transfers to the tent map) the player cannot transfer to the coordinates of the tent event.
 
Last edited:

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
Sure you can. You just didn't explain what you were trying to do in your first post, so we had to make some assumptions :) It's always best to state exactly what you want to do, rather than a general beating-around-the-bush type of question, and then you'll get an exact answer rather than something that works for what you said but not for what you really want.

When the player interacts with the tent, prior to the transfer to the tent map, save the current map id and player's X and Y location into variables, using Control Variables as I said above.

Then when it's time to leave the tent and go back to the map, use those variables in the Transfer event command.


The only question is - if you're going to put the tent on the ground at the player's location, that means you have to have a "spare" event for that purpose on every map. And if you're placing it at the player's location, what's the mechanic for them going into it? Will they have to walk off it, and then back on again? Or will they have to press space/enter without moving? Or will you just go straight from the items menu, using the tent but not putting it visibly onto the map, and transferring the player? If that's the case, all the commands above will go into a common event, and the common event will be attached to the tent item.
 

JustAColdKid

JustICE
Member
Joined
Feb 7, 2017
Messages
9
Reaction score
1
First Language
English
Primarily Uses
RMMV
Okay this is what I have done so far with this tent item:

Created Tent Event:
Event Name (Tent)
Page 1:
show choices: Go Inside, Fold Up, Nevermind...
1. Go Inside:
transfer player : tent (2,4) direction up
2. Fold Up
change items: Tent +1
control switches: #0037 Tent = On
Created Tent Item:
consumable: Yes

Page 2:
trigger: parallel



Created Tent Common Event:
Set event location: Tent, ({PlayerX)}, ({PlayerY})
control switches: #0037 Tent = Off



Created Tent Switch: #0037 Tent
 
Last edited:

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
I've given you the commands.
 

JustAColdKid

JustICE
Member
Joined
Feb 7, 2017
Messages
9
Reaction score
1
First Language
English
Primarily Uses
RMMV
Thankyou! I moved some things around and I figured it out! Tent is up and running! God bless you sir!
 

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

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,849
Messages
1,016,981
Members
137,563
Latest member
cexojow
Top