how to do: when player equip special item event is changed?

Patroso

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The player receives the coat of the Heroine and in the first option puts it on - then passes through the city gate unscathed. However, if the player does not wear the coat - the enforcers(enemy) attack him. Enforcers have a high level and gear, so winning with them is possible, but not profitable.
 

Aerosys

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I remember the game Knight Blade - Howling of Cerberus had a system like this. It was an RPG Maker XP game, by the way.

So for all the maps where you want to enable this feature, put an invisible Event with "Parallel Process". It would look like this:

Code:
Conditional Branch Hero wears Coat Then
  Switch: Player wears Coat ON
Else
  Switch: Player wears Coat OFF
End Branch

The guard events have 2 pages. On the default page, the guards will chase. On the second Page, put the Switch "Player wears Coat" as a condition. On this page, the guard will stand still.
 

ZombieKidzRule

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If you only have one map that you want this, having the Parallel event as @Aerosys indicated above would be cool. Or maybe a couple of maps.

However, if you wanted this effect on many maps and didn't want to have a Parallel event on every map, you could also consider having the coat as an Item. With an Item, when you use it, you can call a Common Event.

So you could set the Common Event up that when you use the Item, you get text that says the Coat is put on and a Switch is enabled. When you use the Item again, the Common Event would have a check to see if the Switch is on. If so, then the Common Event would ask if you want to remove the Coat. If so, you get text that the coat is removed and the Switch is turned off.

That way you only need the item, a Common Event, and a Switch, but no parallel event.

Of course you wouldn't see the coat as Equipped this way.
 

JohnDoeNews

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I would take another approach:

Make an event that is set BELOW character level and triggers on PLAYERS TOUCH.

Put this event on the exact border of where the player may not walk without the coat. (Like the entrance of an area)

In this event, make a conditional branch, checking is the coat is equiped. If not, make the guards attack.

If the border between 2 area's is wider than 1 tile, copy/paste this event on each possible first step of the forbidden area.

Now, this condition will always be triggered the moment the player enters the forbidden area. Not before, and not after. You won't need any extra items, or looping parallel events.
 

Shaz

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I've moved this thread to MZ Support. Thank you.

 

ATT_Turan

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To be fair, it's not clear from the OP whether the guards are actually moving on the map, leaving their position to chase the player. It just says attack or won't attack.

So if it's just a matter of the player steps on an event tile at the gate and the guards either start a battle processing or do nothing, there's no need for a common event or parallel event or switch - just put the conditional branch that Aerosys showed directly in there.
Conditional Branch -> Tab 2 -> Armor
 

Patroso

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thank you all for your help
 

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