Spread Event Tiles?

WhiteFox

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I have made an event in which I would like for my PC to run over but it needs to be spread out by 4 tiles long. Copy and pasting turns out to make the event run for as many event tiles I've pasted so I just want one long event tile to get rid of that issue.


Is there a way to spread out event tiles to make it one big one?
 

mlogan

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If you are wanting to use an event to show a graphic for 4 tiles, but only have one trigger event action, then don't put any event commands for 3 of the tiles.


Other wise, you will need to use a program such as Photoshop or Gimp to edit the tiles how you want them to look and format them into a character sheet so that it can be used as single event image.


If I'm way off on what you are trying to accomplish, then please clarify and perhaps show screenshots of the events and such, so we can better understand.
 

WhiteFox

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What I'm trying to do is have the PC walk on the tile and an event run. I don't want them to miss the tile so I need more tiles spread out for them to walk across.


Edit: No graphics on the event tiles
 
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SwarleyPilgrim

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What you'd have to do is set a conditional branch looking for the character on the x and y axis. I've done this before, but I'm not entirely sure how I managed it, so someone else would have to take over explaining it.

Or you could just limit the player from walking over 4 tiles, and block it off so they can only cross the one.
 

mlogan

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Okay, my understanding now is that you need 4 different tiles to possibly trigger an event, but once one of them triggers it, the others shouldn't.


If that is the correct understanding, you just need to set a switch to turn on at the end of the event commands you need to run, and then have a second page with a conditional of that same switch, where there are no event commands.  That way, say the player steps on tile 1, the event will run and will basically turn off the other event tiles.
 

WhiteFox

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Okay, my understanding now is that you need 4 different tiles to possibly trigger an event, but once one of them triggers it, the others shouldn't.


If that is the correct understanding, you just need to set a switch to turn on at the end of the event commands you need to run, and then have a second page with a conditional of that same switch, where there are no event commands.  That way, say the player steps on tile 1, the event will run and will basically turn off the other event tiles.
That worked out rather well! Perfect! Seems like a lot more work than it should be though....but thank you for your help!
 

mlogan

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I'm glad it worked, but it's just how the program is. You give it commands, you need a way to turn off the event. In a single event, this can be accomplished with a self-switch, but when dealing with multiple events, you need a switch because self-switches only work in that event it is set. You might want to check out some basic tutorials, as switches and variables for this sort of thing are the building blocks of making a game.
 

WhiteFox

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I'm glad it worked, but it's just how the program is. You give it commands, you need a way to turn off the event. In a single event, this can be accomplished with a self-switch, but when dealing with multiple events, you need a switch because self-switches only work in that event it is set. You might want to check out some basic tutorials, as switches and variables for this sort of thing are the building blocks of making a game.
I will most certainly do this. I appreciate the help
 

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