You can put everything inside a conditional branch that only activates when the player is facing up (or whichever direction is the front of your event). It's a default option on the 3rd or 4th tab I think.
if the event moves first, then the player is always in front of it if the trigger happens.Because the event moves and could touch the player first instead of the player touching it,
if the event moves first, then the player is always in front of it if the trigger happens.
as I said above depending on what you want the event can become more complex, but it would still have to always trigger and then check on what has happened before deciding what to do (or not to do).
please give a full description of your mechanic, we can't guess what other conditions you need without you telling us about them.
You should not be...if the player is not facing the event, then by logical definition the event moved into the player, which means the player must be touching its front.The only condition I need is that the player must be in front of whichever way the event is facing when the player touches the event or vice versa for it to trigger. The direction the player is facing is irrelevant.
I am 100% sure of this.
I don't understand why you keep posting here to ask other people to help you then give weird refusals to provide the information they need to help you like you asked. Do you think someone is going to steal ideas from you in freaking RPG Maker?I can not say anymore than that.
You should not be...if the player is not facing the event, then by logical definition the event moved into the player, which means the player must be touching its front.
Did you try the script provided to you hours ago? You made more posts, but you didn't say if that worked or not.
I don't understand why you keep posting here to ask other people to help you then give weird refusals to provide the information they need to help you like you asked. Do you think someone is going to steal ideas from you in freaking RPG Maker?
You can get both the event X, Y and the player X, Y make sure that player facing matches up with relative location (if Py-Ey=1, the player is below the event, if player is also facing up, activate the event). Using labels to jump to a single event activation would make it less cluttered, but it'd still be a slight pain to repeatedly do.That won't work I'm afraid.
Because the event moves and could touch the player first instead of the player touching it, so it needs to be set up so the player has to be in front of whichever way the event is facing at the time for it to work. The player can be facing any direction. The only requirement is that the player has to be in front.
You can get both the event X, Y and the player X, Y make sure that player facing matches up with relative location (if Py-Ey=1, the player is below the event, if player is also facing up, activate the event). Using labels to jump to a single event activation would make it less cluttered, but it'd still be a slight pain to repeatedly do.
Does the direction the event is facing matter? If it does, that's a factor.So I need to use Map X/Y to determine the location of the player in relation to the direction the event is facing?
Does the direction the event is facing matter? If it does, that's a factor.
What you'll need:
-Map X/Y of the player. Easy, just use the variable option.
-Map X/Y of the event. Easy, just use the variable option.
-Facing of player.
-Facing of event if you need both to be facing each other.
Then you'll need to find the difference between the X and Y coordinates of the event and player (it'll be 1 or -1 for each variable, and one of the two will always be zero).
So, for example,
If player x - event x = -1
Then the player is to the left of the event.
Then you check the player direction to see if it's to the right.
Then you can use a label to jump to whatever your event does instead of putting the meat in each and every conditional.
First, in general it's useful to have a "find player location event" in your common events:Can you please make an example event and screenshot it?
I get the idea from text but I need an image of it, something visual for me to get the full understanding of how to set something like that up.
Also I get confused easily.![]()
This is not a good attitude to have when you're asking for help. If you knew what needed to be done, and all the information that was required for that, then obviously you'd already have done it and wouldn't need to be asking. It seems silly to be saying "I don't know the answer, but you don't need the things you say you need." It's like saying you don't know how to make a pizza, but the chef is wrong when he asks you to get tomatoes.Because I feel as though I told everything people need to know.
No more, no less.
This is not a good attitude to have when you're asking for help. If you knew what needed to be done, and all the information that was required for that, then obviously you'd already have done it and wouldn't need to be asking. It seems silly to be saying "I don't know the answer, but you don't need the things you say you need." It's like saying you don't know how to make a pizza, but the chef is wrong when he asks you to get tomatoes.
As far as all of your absurdity about the event walking backwards or sideways...you didn't mention any of that in your original posts and it's not default behavior for events, so you would have to intentionally be trying to do it without telling the people you're asking to help you (because you feel as though you told us what we needed to know). It would need further programming to try to specifically account for that.
Then use the event I posted, but instead of checking the player facing, check the event's facing. Also, build direction fixes into the event's move route so it doesn't turn toward the player on interaction.My apologies,
I thought I was clear in explaining what I wanted, obviously I was wrong, so I will attempt to explain what is going on using a somewhat similar scenario to what is going on in the game.
So imagine you are walking around a town and in it there a knight who walks in circles along a very specific path patrolling the town. Of course this knight is just an event who can only walk along a predetermined path.
Touching him from the side won't block the path so nothing is supposed to happen. But move directly into the knight's path and the path is blocked so the knight walks into you which triggers the event where they tell you to move out of the way.
That's basically what is going on. Although the event in my game has a bit more going on than simple dialogue.
Then use the event I posted, but instead of checking the player facing, check the event's facing. Also, build direction fixes into the event's move route so it doesn't turn toward the player on interaction.
No, the common event (the first picture) should stay as is since it's checking player location not player orientation, and then be referenced at the start. The parts you need to change are the "If player is facing" to If This Event is facing.Apologies, I saw your message before but I was in a rush and only had time to respond to Turan.
The common event you mentioned. That is the main thing checking the player direction right?
So I only need to change it from player to "this event" and it will work like I want it?