Slightly advanced event conflicts problem

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Dymdez

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Hi -- I have a sweet part in my game where the player has to dodge boulders that are running by at high speeds... I have one major problem tho...

If the player uses any of the several items in the game that have a common event use while the boulder is coming at the player -- it causes the boulder events to stop at the player (rather than running them over) and it causes a back-up of boulders, forever ruining the whole mini-game

this saddens me -- I can't think of a solution -- if anyone has an insight -- thx

P.S. I use an event spawner for the boulders and they are made to explode on impact and knock the player over -- to reiterate, this doesn't work when the player is in the middle of a common event
 
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wallacethepig

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Disable pausing during the minigame.

If that doesn't work, disable access to the items menu.

-Wallace
 

Dymdez

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Thanks for the fast response.

Could you explain how disabling pausing would help?

I can't disable the items menu for several reasons (script/playing reasons)
 

wallacethepig

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I feel like the player wouldn't need access to the pause screen if he's trying to dogde high-speed boulders. It would get in the way, and could be pressed by accident. You can always allow menu access once the minigame is over.

Of course, I only have a vauge idea of what your game looks like/what scripts you're using/why you wouldn't be able to disable the menu in the middle of a minigame.

-Wallace
 

Dymdez

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[deleted]
 
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wallacethepig

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OK, here is my recommendation:

First, you should have a switch that triggers when the boulders come on. I'll call it boulderswtich for the sake of simplicity.

Second, you'll need to insert a conditional branch for your common event:

Conditional branch [boulderswitch is ON] (Which means the boulders are flying at you

@>[Preferably nothing should go here]

Else

@>All your stuff; darkness vanquishing, etc.

branch end

That way, it will only work when the boulders are not flying at the player. Of course, you could just disable the menu altogether until the boulders stopped flying at the player. Or, if you have a good working knowledge of regions, you could make it so that the player cannot access the map on the main path and can only access it in the hideaway zones. However, I do not have a good knowledge of regions and can't help you there.

-Wallace
 

Dymdez

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OK - so your idea works perfectly. The only minor problem is that I will have to make these custom common events for every item in the game that uses a common event! This can be done, reluctantly so, though.

Your region ID idea seems to be interesting -- does anyone know a way to prevent item use on certain Region IDs?

thanks Wallace (the pig) I appreciate ur help!
 

Shaz

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That would require a script.  Have a think first about how you want to accomplish this, and then if you decide to go the region route, make a new post in the RGSS3 Script Requests forum.

I would investigate other options first.  Why can't you disable the menu JUST for the duration of the boulder game?
 

Dymdez

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I could - but then I would have to disable the hotkey bar and the hotkey functions as well -- which is problematic because they are needed at one point on this map. thanks Shaz -- I will brainstorm, this isnt easy!
 

C-C-C-Cashmere (old)

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OK - so your idea works perfectly. The only minor problem is that I will have to make these custom common events for every item in the game that uses a common event! This can be done, reluctantly so, though.

Your region ID idea seems to be interesting -- does anyone know a way to prevent item use on certain Region IDs?

thanks Wallace (the pig) I appreciate ur help!
It seems confusing what you're trying to do. Can you please elaborate why you'd have to create custom common events for every item that uses a common event? What are the common events for items used for?

Edit: You can always use the code

$game_player.region_id == 1in a conditional check to see if the player's region ID is a certain number. Though I'm not sure what that's referring to. Perhaps it's referring to that deleted post that I have no idea what was inside it.
 
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Dymdez

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It seems confusing what you're trying to do. Can you please elaborate why you'd have to create custom common events for every item that uses a common event? What are the common events for items used for?

Edit: You can always use the code

$game_player.region_id == 1in a conditional check to see if the player's region ID is a certain number. Though I'm not sure what that's referring to. Perhaps it's referring to that deleted post that I have no idea what was inside it.
Honestly, Cashmere, for someone who didnt know what we were talking about, you still seem to have made quite the contribution -- this is exactly what I need!! thx
 

Shaz

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