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- Dec 21, 2017
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I am not looking to discuss if the idea is silly (after all enemies do have their own system to reward the player when dead, but I want something that involved more interaction).
The setup I desired:
Enemy monster event on the map starts a battle when the player touch it. If they defeat it, instead of getting gold by default the enemy event switches to the next page with self-switch, changes graphic to sparkles, and becomes an action-button event. The player can step on the sparkles and press X to collect “the gold dropped by the enemy”. Then the enemy event deletes itself and the next time the player re-enters this map this enemy event start all over. This at least I can do.
The problem is I have another desired outcome, if the player saw the sparkles (the gold dropped) and decided to leave the current map, I don’t want the enemy event to be stuck on that gold/sparkle page. Instead it will just return back to the first page (walking enemy event). Basically if they don’t pick up the gold, the next time they re-enter this map the gold reward won’t be there; it resets.
I’ve spent a couple days thinking about setting up the second interaction but found no way to efficiently do so. Do I use PP on the gold/sparkle page and have it checks constantly when the player exits/enters the map with a controlled variable? Given there should be multiple enemy events on a map, this feels like a performance hog. Would love to see if anyone else can help me on this!
The setup I desired:
Enemy monster event on the map starts a battle when the player touch it. If they defeat it, instead of getting gold by default the enemy event switches to the next page with self-switch, changes graphic to sparkles, and becomes an action-button event. The player can step on the sparkles and press X to collect “the gold dropped by the enemy”. Then the enemy event deletes itself and the next time the player re-enters this map this enemy event start all over. This at least I can do.
The problem is I have another desired outcome, if the player saw the sparkles (the gold dropped) and decided to leave the current map, I don’t want the enemy event to be stuck on that gold/sparkle page. Instead it will just return back to the first page (walking enemy event). Basically if they don’t pick up the gold, the next time they re-enter this map the gold reward won’t be there; it resets.
I’ve spent a couple days thinking about setting up the second interaction but found no way to efficiently do so. Do I use PP on the gold/sparkle page and have it checks constantly when the player exits/enters the map with a controlled variable? Given there should be multiple enemy events on a map, this feels like a performance hog. Would love to see if anyone else can help me on this!