ArgonianSam

Villager
Member
Joined
Sep 18, 2016
Messages
26
Reaction score
9
First Language
English
Primarily Uses
RMMV
I want to make a section where a grim reaper chases you through a maze. The player has to navigate the maze but the reaper can float through it. But I also want it to put you in an unwinnable battle with it if you touch it, forcing you to run and keep going through the maze. I can do all of this separately but I don't know how to make it transparent to the terrain but not he player. Any ideas?
 

WhiteW

The Murderous Clown
Veteran
Joined
Oct 16, 2016
Messages
170
Reaction score
127
First Language
EN/PT
Primarily Uses
RMMV
Tried having the Grim Reaper's Through On?
 

ArgonianSam

Villager
Member
Joined
Sep 18, 2016
Messages
26
Reaction score
9
First Language
English
Primarily Uses
RMMV
Tried having the Grim Reaper's Through On?
Ya like I said I can get each one to work alone. When through is on he passes right over the character harmlessly. This wouldn't be an issue except the path finding isn't perfect and he gets stuck in his own maze.
 

Shaz

Global Moderators
Global Mod
Joined
Mar 2, 2012
Messages
44,094
Reaction score
15,515
First Language
English
Primarily Uses
RMMV
You may need to explain further. If through is on, he shouldn't get stuck anywhere. What is "his own maze"? How is he getting stuck if through is on?

What is the trigger?
What is the priority?
 

ArgonianSam

Villager
Member
Joined
Sep 18, 2016
Messages
26
Reaction score
9
First Language
English
Primarily Uses
RMMV
You may need to explain further. If through is on, he shouldn't get stuck anywhere. What is "his own maze"? How is he getting stuck if through is on?

What is the trigger?
What is the priority?
Ok so I tried it twice. One without through being on and when you run into him, a battle starts in which you have to run or get one-shotted.
The second time I turned through on. He no longer got stuck but now you can't run into him, you just go through. Is there any way at all to make it where making contact triggers the event but at the same time allowing it to go through terrain and walls?
 

WhiteW

The Murderous Clown
Veteran
Joined
Oct 16, 2016
Messages
170
Reaction score
127
First Language
EN/PT
Primarily Uses
RMMV
Just make 3 parallel events.

1
◆Control Variables:#0001 = Map ID
◆Control Variables:#0002 = Map X of Player
◆Control Variables:#0003 = Map Y of Player

2
◆Control Variables:#0004 = Map ID
◆Control Variables:#0005 = Map X of EV001
◆Control Variables:#0006 = Map Y of EV001

3
◆If:#0001 = #0004
◆If:#0002 = #0005
◆If:#0003 = #0006
◆Battle Processing:Bat*2
:If Win

:If Escape

:If Lose

:End

:End

:End

:End

Where variable 1-3 are the coordinates of the player in the map and 4-6 are your Grim Reaper's coordinates.
 

ArgonianSam

Villager
Member
Joined
Sep 18, 2016
Messages
26
Reaction score
9
First Language
English
Primarily Uses
RMMV
Just make 3 parallel events.

1
◆Control Variables:#0001 = Map ID
◆Control Variables:#0002 = Map X of Player
◆Control Variables:#0003 = Map Y of Player

2
◆Control Variables:#0004 = Map ID
◆Control Variables:#0005 = Map X of EV001
◆Control Variables:#0006 = Map Y of EV001

3
◆If:#0001 = #0004
◆If:#0002 = #0005
◆If:#0003 = #0006
◆Battle Processing:Bat*2
:If Win

:If Escape

:If Lose

:End

:End

:End

:End

Where variable 1-3 are the coordinates of the player in the map and 4-6 are your Grim Reaper's coordinates.
That is perfect. I'm not that great at this program yet so I have to brute force myself through stuff like this and take the long route with tons of events. This makes it so much easier. Thank you!
 

ArgonianSam

Villager
Member
Joined
Sep 18, 2016
Messages
26
Reaction score
9
First Language
English
Primarily Uses
RMMV
Ok I thought I had it figured out but how do I make those variables?
Is it single or range?
 

WhiteW

The Murderous Clown
Veteran
Joined
Oct 16, 2016
Messages
170
Reaction score
127
First Language
EN/PT
Primarily Uses
RMMV
Hope this isn't too confusing.
ytVdAwy.png

To get the players/grim reaper's coordinates:
1 - RED > Press TAB 1.
2 - ORANGE - Press CONTROL VARIABLES
3 - YELLOW - Select your variable, name it if you want, it's best if you do.
4 - GREEN - Choose Game Data.
5 - LIGHT GREEN - Press Map ID. You can leave it if it's the first variable, then one the second, continue to 6.
6 - BLUE - Press Character.
7 - PURPLE - For the player's parallel event you pick Player. For the Grim reaper's parallel event you pick it's event name.
8 - PINK - Repeat the process 3 times for each event.

Then on the third event you just do 3 conditional branches checking if variable 1 is equal to 4 (map id), if variable 2 is equal to variable 4 (map x of player and map x of grim reaper event) and if variable 3 is equal to to variable 6 (map y of player and map y of grim reaper event).
 

ArgonianSam

Villager
Member
Joined
Sep 18, 2016
Messages
26
Reaction score
9
First Language
English
Primarily Uses
RMMV
Just make 3 parallel events.

1
◆Control Variables:#0001 = Map ID
◆Control Variables:#0002 = Map X of Player
◆Control Variables:#0003 = Map Y of Player

2
◆Control Variables:#0004 = Map ID
◆Control Variables:#0005 = Map X of EV001
◆Control Variables:#0006 = Map Y of EV001

3
◆If:#0001 = #0004
◆If:#0002 = #0005
◆If:#0003 = #0006
◆Battle Processing:Bat*2
:If Win

:If Escape

:If Lose

:End

:End

:End

:End

Where variable 1-3 are the coordinates of the player in the map and 4-6 are your Grim Reaper's coordinates.
Ok I figured it out, but now if I get into a fight I cannot escape as it instantly puts me back in battle. How would I avoid this?
 

WhiteW

The Murderous Clown
Veteran
Joined
Oct 16, 2016
Messages
170
Reaction score
127
First Language
EN/PT
Primarily Uses
RMMV
You could try throwing a change variable in the battle events, throwing the event's X and Y variables some random number.
 

ArgonianSam

Villager
Member
Joined
Sep 18, 2016
Messages
26
Reaction score
9
First Language
English
Primarily Uses
RMMV
Hope this isn't too confusing.
ytVdAwy.png

To get the players/grim reaper's coordinates:
1 - RED > Press TAB 1.
2 - ORANGE - Press CONTROL VARIABLES
3 - YELLOW - Select your variable, name it if you want, it's best if you do.
4 - GREEN - Choose Game Data.
5 - LIGHT GREEN - Press Map ID. You can leave it if it's the first variable, then one the second, continue to 6.
6 - BLUE - Press Character.
7 - PURPLE - For the player's parallel event you pick Player. For the Grim reaper's parallel event you pick it's event name.
8 - PINK - Repeat the process 3 times for each event.

Then on the third event you just do 3 conditional branches checking if variable 1 is equal to 4 (map id), if variable 2 is equal to variable 4 (map x of player and map x of grim reaper event) and if variable 3 is equal to to variable 6 (map y of player and map y of grim reaper event).
No that makes perfect sense thank you. It's been awhile since I was at the variable page so it looked like a lot more than it really was.
 

ArgonianSam

Villager
Member
Joined
Sep 18, 2016
Messages
26
Reaction score
9
First Language
English
Primarily Uses
RMMV
You could try throwing a change variable in the battle events, throwing the event's X and Y variables some random number.
I set it to take 5 steps back when I escape and it seems to work. Thank you for helping me with this, I spent the last 3 hours on this huge maze and didn't want to scrap the idea.
 

WhiteW

The Murderous Clown
Veteran
Joined
Oct 16, 2016
Messages
170
Reaction score
127
First Language
EN/PT
Primarily Uses
RMMV
No worries! Hope the rest of your game deving goes well xP

By the way, avoid double posting, forum mods/admins don't like that on nearly any forum ever :( edit instead :p
 

ArgonianSam

Villager
Member
Joined
Sep 18, 2016
Messages
26
Reaction score
9
First Language
English
Primarily Uses
RMMV
No worries! Hope the rest of your game deving goes well xP

By the way, avoid double posting, forum mods/admins don't like that on nearly any forum ever :( edit instead :p
Oh sorry I thought I did. Where was it ill delete it?
 

Latest Threads

Latest Posts

Latest Profile Posts

All new MZ Weather & Title updates are also RETRO'able for MV! Updated RETRO project will be released on same day I'll release updated MZ demo -project!

retro.png
Just lost about half a day's worth of work because rpg maker crashed during playtesting and corrupted my file :kaolivid:
Boku.gif
advanced_puzzling.PNG
Having a lot of fun making different poses for my character sets! Open to suggestions/critique!

CSKttqh.png

AABS laser beams features:
1,Shoot penetrating laser beams for player's normal attack
2,Beam's width/damage/comsumes/loot can be controlled by events/variables with great flexibility
3,Beam can rebound to walls or certain regionID
4,Can play SE when shooting beams
5,Beam's images can be solid images or animated ones.

Forum statistics

Threads
117,018
Messages
1,103,888
Members
152,924
Latest member
POLk7
Top