- Joined
- Aug 8, 2013
- Messages
- 358
- Reaction score
- 14
- First Language
- English
- Primarily Uses
- RMVXA
I've got a monster in a narrow passage way that is supposed to chase you and when you run into it, it begins a battle. This works perfectly as it needs to, except for one thing. If you stand still, the monster stops a tile in front of you, not even up against you just a tile away. Move down one tile, and it will move down another tile. But it won't trigger the battle.
Its priority is same as characters, its trigger is event touch. I have it with fixed movement because another event on parallel process controls its movement. Every time I have it on a set route to move down one, I add another +1 to a chase variable so that events parallel to where the monster would be at that moment will cause the monster to attack you if you're on them, even though you are not touching the monster directly (its sprite is three tiles wide).
I've tried adding a skip if cannot move to each route, I've also tried unticking wait and instead adding a separate wait command, but nothing seems to work. The solution is not to remove that and just have it use approach, or custom movement where I just have it move down repeatedly, no matter what it still freezes in front of the player.
Every single enemy in my game has approach movement, same as characters event touch, and nothing else have ever had this issue.
Its priority is same as characters, its trigger is event touch. I have it with fixed movement because another event on parallel process controls its movement. Every time I have it on a set route to move down one, I add another +1 to a chase variable so that events parallel to where the monster would be at that moment will cause the monster to attack you if you're on them, even though you are not touching the monster directly (its sprite is three tiles wide).
I've tried adding a skip if cannot move to each route, I've also tried unticking wait and instead adding a separate wait command, but nothing seems to work. The solution is not to remove that and just have it use approach, or custom movement where I just have it move down repeatedly, no matter what it still freezes in front of the player.
Every single enemy in my game has approach movement, same as characters event touch, and nothing else have ever had this issue.


