Jumping to turn on "through"

PKirkby

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Hey everyone, is there a way to check if I'm on an upper layer. For example, I have rocks rolling towards my player, both player and rock are on the same level, but when I jump, I'm above it, however the game does not recognize this, so I'd like to put in a conditional branch that checks what "height" on the imaginary Z-axis the player is on, and sets my THROUGH to ON. Is there a a script that checks this? Thanks in advance.
 

Eliaquim

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Hi!
Well, if it is an imaginary Z layer, why don't you use variables for that?
 

PKirkby

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Hi!
Well, if it is an imaginary Z layer, why don't you use variables for that?
Well, it's drawing the player over top of the other events/tilesets, its just the jump command in movement route. Not sure how it sorts them, but I'm wondering if there's a way to check one which level it is. Because I'm using Galv's Jump Ability, which basically utilizes the in-game jump command with a bit more intricacy. Since I don't really know much about RPGmakers inner workings, I'm not sure how possible it is.

I tried checking to see "if "c" is pressed - set THROUGH ON", which is the default button for his jump ability, but that doesn't seem to work for me.
 

Eliaquim

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@PKirkby hmm... I think there is a way to check the player or event priority(below, same and above characters). But I can only confirm tomorrow, I'm not in Pc right now.

But what you want is to set the Through On for the player, when he jumps? And check the layer that he is been to? Is that it?
Because I think the jump from the move route already does that.

Sorry if I don't understand you correctly.
 

PKirkby

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@PKirkby hmm... I think there is a way to check the player or event priority(below, same and above characters). But I can only confirm tomorrow, I'm not in Pc right now.

But what you want is to set the Through On for the player, when he jumps? And check the layer that he is been to? Is that it?
Because I think the jump from the move route already does that.

Sorry if I don't understand you correctly.
No you got it right, essentially, the jump does not actually avoid damage (i have an event that comes towards the player, and on contact it does damage) but I want to avoid collision when the player jumps. It seems super easy, but I've tried so many things and cant seem to make it work.
 

Eliaquim

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@PKirkby
I found some ways you can do that.
You can use the script call to check the priority of the event and player:
Code:
$gameMap._events[X]._priorityType === Y

$gamePlayer._priorityType === Y
X > is the Id of the event.
Y > is the priority that you want to check.
Can be:
[EDIT] > Made a mistake here:
0 = Below characters.
1 = Same characters.
2 = Above characters.

Another way is to check if player Through is On or if he is jumping in a conditional branch:


Hope it helps :)
 
Last edited:

PKirkby

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@PKirkby
I found some ways you can do that.
You can use the script call to check the priority of the event and player:
Code:
$gameMap._events[X]._priorityType === Y

$gamePlayer._priorityType === Y
X > is the Id of the event.
Y > is the priority that you want to check.
Can be:
[EDIT] > Made a mistake here:
0 = Below characters.
1 = Same characters.
2 = Above characters.

Another way is to check if player Through is On or if he is jumping in a conditional branch:


Hope it helps :)
The isJumping was exactly what I was looking for. With a few tweaks it's works great now, there's a very small delay where i set the rock and the player to "Through" so that the rock can pass through the player, but for a split second it hangs in place. But it's almost not noticeable, Thanks alot!
 

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