How to get player to trigger event when they cross a x-coordinate line?

McMillan

Veteran
Veteran
Joined
Sep 21, 2016
Messages
36
Reaction score
3
First Language
English
Primarily Uses
Basically, I'm trying to set up a set of stationary enemies that disappear when the player crosses a certain line. I imagine it has something to do with variables relating to the x coordinate on the map, but that's about it.
 

A-Moonless-Night

WINTER IS COMING
Veteran
Joined
Mar 17, 2012
Messages
681
Reaction score
446
First Language
English
Primarily Uses
RMVXA
First, you need to make two variables: Player's X Coord and Player's Y Coord. Then make an event on the map (trigger: parallel process) with the following:


Control variables: Player's X Coord = Player's Map X


Control variables: Player's Y Coord = Player's Map Y


Then a conditional branch with whatever you need—for example, if you wanted the enemies to disappear when the player's X coordinate is greater than or equal to a number (let's say 10 in this example), then you'd go:


Conditional branch: Variable Player's X Coord > = 10 (make sure 'set handling when conditions don't apply' is ticked)


If you're making the enemies disappear with a switch, then you'd set that switch to ON here.


Else:


set the switch to OFF.


If you're wanting to also include the player's Y coordinate (for example, set something for when they're on a specific tile), then you'd include a conditional branch for that inside the conditional branch for the player's X coordinate and then have the switch inside the conditional branch for the Y coordinate.


Conditional branch: Variable Player's X Coord > = 10


     Conditional branch: Variable Player's Y Coord > = 15


     Set Switch ON


     Else:


     Set Switch OFF


Hope this makes sense! :)
 
Last edited by a moderator:

Heirukichi

Veteran
Veteran
Joined
Sep 24, 2015
Messages
1,421
Reaction score
596
First Language
Italian
Primarily Uses
RMVXA
What @A-Moonless-Night  said is correct so what I am writing doesn't change the fact that what has been said is correct. What I want to suggest is a way to avoid using 2 variables and a switch to trigger your event.


You can create the event with 3 pages:
Page 1: Parallel process
Page 2: Autorun, when Self Switch 'A' is ON


Page 3: Action Button, when Self Switch 'B' is ON (or any other self switch, read below)


In page 1 you can use the "Script" command and type this:


if ($game_player.x == number) #you can add more conditions here
$game_self_switches[[@map_id, @event_id, 'A']] = true
end

#number is the coordinate of your line.


Of course you can use $game_player.y instead of $game_player.x if you need a horizontal line instead of a vertical one.


In page 2 you can write your event as you please and then activate another switch (for example self switch 'B') to activate your event page 3 which is blank. If you don't want page 3 to be bank then change it to fit your needs.


Feel free to use the one you like the most.
 
Last edited by a moderator:

McMillan

Veteran
Veteran
Joined
Sep 21, 2016
Messages
36
Reaction score
3
First Language
English
Primarily Uses
Thank you both very much.
 

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

Latest Threads

Latest Posts

Latest Profile Posts

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.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,865
Messages
1,017,059
Members
137,575
Latest member
akekaphol101
Top