Announcement

Collapse
No announcement yet.

Event Extension

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Event Extension

    I used RPG Maker 3 for the first time in almost a half a year yesterday, and I remembered how everything works to an extent, but there's one thing that not only do I not remember how to do, but can't even remember if it exists.

    I need an invisible event to extend across a map, so that the event can be activated in any position either horizontally or vertically from its own. I remember pulling this off once, specifically with the touch activation setting, but I can't figure out how I did it. Then again, maybe what I'm actually remembering is trying to do it and failing.

    If you're not getting me, then look at my cute little diagram:

    0000000000000000000
    0000000000000000000
    0000000000000000000
    1111121111111111111
    0000000000000000000
    0000000000000000000

    In a map where every '0' tile is a normal tile, and '2' is an invisible event, I need the event to activate when my character touches any '1' or '2' tile, creating an "if the character passes this point, do this" effect. I also vaguely remember the ability to make the event extend vertically:

    0000010000000000000
    0000010000000000000
    0000010000000000000
    0000020000000000000
    0000010000000000000
    0000010000000000000


    I couldn't find this anywhere, so I'm starting to wonder if I really did it or not. I still remember it though, so I guess what I'm asking is this:

    1. Am I crazy?

    2. If not, is this just so basic that nobody even bothers making tutorials for it and that I should be embarassed, or is there an existing tutorial that I couldn't find?

    3. How do I do it again? I forgot.

    Thanks. :/

    #2
    Re: Event Extension

    I'm pretty sure you'd have to place an invisible event on every space you wanted a player to activate it on, set to touch, of course. So you'd have to have invisible events spaced far enough apart that the player would touch one of them, and then set it to turn all of them as display off. You'd have to playtest this to see how far apart you'd have to place them to get one of them to trigger. So no, you do not need them on EVERY space labeled "1" on your map above, but would probably need one on every other one, but probably a bit closer together.


    Easiest thing to do is to create a bottleneck, or funnelpoint, and just place one event whrere the player is forced to pass through. Because remember, each area can only have 20 events.

    Comment


      #3
      Re: Event Extension

      Perversion's pretty much got it right.

      You've got to create several Invisible events, as an example have an invisible event at every spot marked as 1 or 2 on your map. The "2" code should be the main event code, and at the end, should turn all of the 1's Display Off, then Display Off itself (assuming you only want it to activate once at a time, which is probably how you'd want something like this). The "1"s codes should simply be a single line Event Transitioning to the "2" code.

      I've been told that for an area one tile wide on the dungeon editor, one invisible event is enough to catch most or all character models as they try to pass (even though it doesn't look it). So, even though you're limited to 20 or less events on a map, you might be able to make this work if you space the invisible events wisely. It also might help to rotate them 45 degrees in relation to the line they are in, simply because of the fact that the diagonal of a square covers a lot more ground than one of its edges.


      How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

      "I live and love in God's peculiar light." - Michelangelo

      Comment


        #4
        Re: Event Extension

        ^Good point. Simple, yet I hadn't thought of it.

        I guess that means I am crazy. Why do I remember making this work...? Must've been some other RPG kit, I suppose.

        The bottleneck thing is what I have done right now, but it looks a little strange (it's a battle event at the end of a much wider isthmus field, so making it thin out right before the mainland seems more than a little unnatural). Grr. Would it have been too much to ask for specific dimensions to an auto event box? Of course, then poeple would complain about not being able to make it sphere-shaped or crescent-shaped or whatever. Ok, thanks.

        Comment


          #5
          Re: Event Extension

          No problem

          Some research was done a while back, and I can't find the thread (I think JPS made the post), but I believe we found that the "hit box" for triggering the Invisible Events actually ARE spherical, at least if you're walking as opposed to running, or something like that. It was pretty surprising.

          Why they couldn't include 16 different Invisible Event models (Circle, Square, Rectangle, Very Long Rectangle, all in 4 different sizes) is beyond me.


          How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

          "I live and love in God's peculiar light." - Michelangelo

          Comment


            #6
            Re: Event Extension

            Might work better inside a dungeon instead of on the world map. You can easily block off major sections of dungeon with any invisible event.

            I used this a lot as intros to boss fights because none of the character modles looked enough like the monsters I wanted my parties to fight.
            A God from the Machine - Menander

            Comment


              #7
              Re: Event Extension

              That and it would cut down on memory usage for Scenario Data.
              ------------
              Guan Yu: "Is your lord Cao Cao still alive?"

              Xiahou Dun: "He says he can't die until you do!"
              ------------

              Comment

              Working...
              X