How to check/assign the event interaction?

rechronicle

Mystvaldia
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Hello,
I want to make an interaction between player action and event in range.
Question.png
Description of the image:
  1. If sword equipped and you press R in a certain range to the event, it will slide the boulder to the right.
  2. If spear equipped and you press R in a certain range to the event, it will crush the 2 boulders on the right side.
How to check that the event in the range is actually a [Boulder] and the sword will slide it away?
It is needed to differentiate the interaction by using the sword to another event like [Grass], [NPC] or something.


Thank you!
 

isyrium

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You could just have the boulder be an even that holds the info for this. When hitting the action button in front of the boulder have it check for the weapon the actor carries; if its a sword, push it right one, if its a spear push it right two.
If you need me to go into detail of how this is done or send a screenshot let me know.
 

rechronicle

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@isyrium
hmm, so all I need to do is attach the events with the interaction script. I think I begin to understand this, will need to try it first.

Then, how to check if the players 2 tiles away? Like adding more range detection to trigger the event in case of the spear equip or maybe boomerang which allows player in a weird diagonal position to trigger the event.
 

isyrium

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Ohh I see what you mean with the spear. (Thought you wanted the boulder to be pushed back two blocks) Hmm, there could be ways to do this but I'm not sure it would work the way you'd like.
If you haven't tried looking or a plugin that could do this for you I would recommend that.
I'll do my best to figure something out for you if you cant find anything or just don't want to use a plugin.
 

rechronicle

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@isyrium
Maybe I can use Common Event button to run a specific event when pressed in range with the map event, but I can't find any plugin/way to differentiate each map event other than Event ID itself. Something like giving the map event an attribute that can be connected to the conditional branch.

The other way will be your suggestion before to put the script on each event and then check the player position. After some research, maybe this method can be done less complicated by using QSight plugin. I will do some testing to find out which method is better.

Thank you very much, sorry for the trouble, if you find a nice plugin/easier way to do this please let me know. :D:D
 

isyrium

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I think I figured out the perfect way to do this. I paired the 'Event Detector' by Galv (https://galvs-scripts.com/2016/08/01/mv-event-detectors/) and the 'Button Common Events' by Yanfly (http://yanfly.moe/2016/01/23/yep-061-button-common-events/).
I'll give you screenshots of exactly how I did it so you can set it up easily and try it out to make sure its what you want.

Common Event set up: https://ibb.co/ciXGVw
Yanfly Plugin set up: https://ibb.co/nkc5OG
Boulder Page 1: https://ibb.co/go8C3G
Boulder Page 2: https://ibb.co/fWAgxb

The only problem with this setup is you have to set the key to push the boulder to something. (Pretty sure you could just set it to the action key though)

If there's any confusion or something you'd like to change let me know I'll do my best.

*Edit: Just realized you wanted the spear to destroy the boulder instead of pushing it. This can still be done as easily you just have to change the second page on the boulder to destroy it instead of push it.
 
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rechronicle

Mystvaldia
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@isyrium
This looks nice!
There is no problem to set up a new key, rather than using the normal interaction button.
I will try to write your eventing first to my blank project, as well to learn the plugin, especially the Event Detector plugin.
 

isyrium

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They're pretty simple and easy to learn, hope it works as you want. :)
Good luck with the game!
 

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