- Joined
- Jun 24, 2013
- Messages
- 140
- Reaction score
- 10
- First Language
- English
- Primarily Uses
- RMVXA
Hi all. My game consists of areas inhabited by free-roaming creatures. Each one is an event which moves randomly or towards the player depending on their level. Often, the player is being chased by one of the monsters.
One of the playable characters can swim and I have been able to set it up so the game recognises which type of tile the player is on and change between a 'walking' and 'swimming' version of the player sprite.
I want to set it up so that a spider, for example, cannot chase the player into the water. At the moment, if the water is passable to the player it is also passable to the spider event. Is there a way to disallow the monster events to go into the water, even when it is passable ot the player? I have certain monsters who CAN swim/fly so they would need to remain passable to these.
I'm hoping there is something using terrain tags that I might be able to do, but I obviously don't want to set up a parallel process to check passability for EVERY monster in the area.
Any help would be greatly appreciated!
One of the playable characters can swim and I have been able to set it up so the game recognises which type of tile the player is on and change between a 'walking' and 'swimming' version of the player sprite.
I want to set it up so that a spider, for example, cannot chase the player into the water. At the moment, if the water is passable to the player it is also passable to the spider event. Is there a way to disallow the monster events to go into the water, even when it is passable ot the player? I have certain monsters who CAN swim/fly so they would need to remain passable to these.
I'm hoping there is something using terrain tags that I might be able to do, but I obviously don't want to set up a parallel process to check passability for EVERY monster in the area.
Any help would be greatly appreciated!
