Layering of an Event on Top of Another

Alikarin

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Hello everyone, I was rather hoping not to have to ask, but after ages of searching I still haven't found a simple answer to my problem. I'd be extremely grateful for any help.

My problem is as follows: I have an event that is copied through out my game on every map, it's event ID is 1. Let's call it EV1. I have a common Event that calls EV1 to players current location. The problem is EV1 will often need to go on top of events with images as the player does go over them rather often. That is when I realised something unfortunate. Because of how the Events work in MV, Events with higher IDs will go on top of the event meaning I can't see it but I can interact with it. Now I could just change the ID of EV1 to a higher number. The problem is whatever the ID I use, it must be usable for each of the maps meaning it must be consistent no matter the amount of events on that particular map. So I couldn't change it to EV20 just in case I would need more or less events on that particular map.

So basically I would need either some way to get around this or someway to change the ordering system of Events on mv.
 

Shaz

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If you set your event priority to Above Characters, will that put it above the other events with sprites? It'll put it above the player too, which might not be what you want.

For any further assistance, you'll probably need to tell us what the event is, what it does, and why you're moving it to the player's position. It may be that there's a better approach that will overcome the issue.
 

Alikarin

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If you set your event priority to Above Characters, will that put it above the other events with sprites? It'll put it above the player too, which might not be what you want.

For any further assistance, you'll probably need to tell us what the event is, what it does, and why you're moving it to the player's position. It may be that there's a better approach that will overcome the issue.
Thank you so much for the reply. The solution you suggested isn't exactly what I need, but I thank you for the suggestion.

The event I mention is a like Key block that you, the player, can lay down anywhere, but in certain areas it is used to activate switches. Like to open a gate for example. It also has other uses, like blocking roaming encounters from following you. It is placed and replaced quite often. The event itself doesn't actually do very much on itself other than block the player and other characters from moving on top of it, it's the switches themselves that react to the event. The problem comes when the Key block is placed over a place with another event with picture on it as this causes the Key block to be not visible.

I hope that helps.
 

Shaz

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You could copy/paste that event on each map so it has the highest numbered event id (which means every time you create a new event on that map, you'll have to redo it so it has a higher number). Change the existing event to be a parallel process and simply set a variable to the id of the event for that map. Then in your common event, use the variable to indicate which event should move. I believe this means you'll need to do a script call rather than a Set Event Location, but that's pretty easy.
 

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