I'm still confused on what is you're wanting to do here; the first post is a bit all over the place.
Are you saying you can go on the box at any point without the table, or pick up the table at any point and you want a restriction for picking up the table. x.x
Sorry I'm not very good at explaining things sometimes. I'll try to make it clearer.
I'm wanting to restrict the player from activating an event until the table is placed in the correct spot. I go into it some more in my other answer.
I don't want to restrict the table. The player can carry it around with them if they like
May I point out that since crate_event has no graphic on the first page no one will know the place where the table is supposed to go?
If the first page had a little indentation shadow in the shape of a small circle similar to the bottom of the table, and the messge "I can climb to the top" was lengthened to include more information to the player, like "Hmmm, it looks like something can fit here" you would have happier, more successful players. =]
Second, you really should put the table down before you move your player onto it. =] I am assuming that is what the transfer event is?
AND.... we need to see the event you are trying to activate after you put the crate down.
I think you needed to set a global switch for that?????
It took me a while to figure out what you were talking about with the crate event. Sorry I didn't make it clearer. I have the crate sprite placed on the map and I'm just overlaying an event on it.
I also tried to keep the players in mind with the message in the crate_event saying "I can't reach the top. I need to find something to stand on." if you don't have the table in your inventory.
If there's a better way to do either of these things I'll try it of course.
Also yea, the transfer event is to put the table down, the reason I have it in that order is because when the screen fades back in, the player and table are on the same tile, then the player suddenly get's transported back one space. But with it in this order the player moves back but when the screen fades back in the table appears out of nowhere. I haven't been able to figure out how to get it to happen faster, or make the screen fade last longer.
I think what is getting people confused is that I want to be able to set the table down and then activate the table for the player to "climb" on it (get transported one spot above it. I haven't figured out a better way to do it). The reason I want this is because I want it to be repeated for other crates. Also other events, such as climbing up to an opening in the wall and peaking through.
So the player can search the crate, get down, pick up the table and do it again.
My main problem with this is that I need an event where the table is going to be (as far as I understand. I'm sure there's a simpler way to get what I want done). So the table can be activated and "climbed" on. But I can't figure out how to make the event NOT activate until the table is placed.
This is a quick version of what I want to happen. Of course I'll add something to let the player climb down and pick the table back up
But for right now I can't figure out how to make this event not able to activate until the table has been set down.
If anything is still unclear I'll explain the best I can
