David Lister

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(Please reference screen shot.) I have an event that plays an animation, pauses for 180 frames and plays the animation again. The event trigger is set to parallel so that the sequence repeats over and over. I'd like the player to be able to interact with the event (animation) when they touch it, however I can't use the event trigger Player Touch since I already used parallel to keep the animation running continuously. (I should mention that I do need the autonomous movement to be set to Random so that the animation moves around on the map.)

Is there a way to allow the player to somehow interact with an event of this kind? Perhaps there's a different approach to achieving this? Thanks for any info!!
Firefly Event 01.PNG
 
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Doktor_Q

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Firstly, it's possible to play an animation on a different event than the currently processing one- if you used two events, a parallel one could play the animation on the interactive one.

Secondly, you can make things animated without using an event to repeat the animation- the easiest but possibly least good looking way is to make your animation into a sprite, a la the various sparkles in the "fire" sprite set you get by default, and the sound can come from a looping BGS instead of manually playing it. Other than that, I believe there's a few plugins that let you assign looping animations to play over specific events.
 

David Lister

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@Doktor_Q Thanks for the response!! Your second recommendation is where I originally began - and it certainly works. However, as you alluded to, the result is rather unimpressive. :(

The second approach (I'm using now) of manipulating existing animations in various ways produced a library of highly variable effects. The result is a dozen animations playing simultaneously on screen and they look highly random and beautiful.

Your first suggestion worked perfectly!! Thank you!! I'm now able to run the animation (as parallel) on top of another event (as player touch) that I can interact with... ...thanks again for your help! :D
 

Ameer

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There's quite a few ways but here is one
Store player's Map X and Y
Store your event's X and Y
Do control variable, Set your variable to Player X and Y
Then other conditional branches to check if player's on right X and Y to interact with it
Optional -:
You can check for If Ok Button is pressed if you wan't trigger to be action button
( I am sorry if my English was a bit weird and this wasn't needed because your problem is solved )
 

David Lister

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@Ameer Took me a bit to figure out how to implement this, but it worked beautifully!! ...and all on a single event! :D Thank you!!

Perhaps you could take a look at my solution? It seems a bit busy with the nested conditional branch for the check on the Y. In any other language I'd use an "AND" statement to evaluate the X and Y coordinates all on the same line, but I don't see this option in RPG Maker. Thanks again!!

Caught Firefly Code 01.PNG
 

Ameer

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@Ameer Took me a bit to figure out how to implement this, but it worked beautifully!! ...and all on a single event! :D Thank you!!

Perhaps you could take a look at my solution? It seems a bit busy with the nested conditional branch for the check on the Y. In any other language I'd use an "AND" statement to evaluate the X and Y coordinates all on the same line, but I don't see this option in RPG Maker. Thanks again!!

Yeah on one event is pretty cool
 

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