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> limiting the area an event is moving in, is this even possible? and if so, how?
Sherimaj
post Feb 12 2011, 10:32 AM
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hey,

I'm new to this forum and to the RPG Maker! I've used the search engine, but couldn't find what I am looking for, so I decided to make a new topic.

the version I use is the RPG Maker VX. is there a way to limit the area an event is moving in, without placing walls or such?

imagine you have a specific ground pattern (e.g. a carpet) and there is this rat, that is running away from the hero. can you make it possible, that the rat just runs around within the carpet-pattern while it flees? so that it avoids running on the cold, dirty ground?

additionally, before opening a new thread: I'm curious if it is also possible that an event triggers, if another event was moved (by the character) to a specific location. there was this topic where it was mentioned you could somehow see the x and y coordinates of an object or the character. maybe someone could link me a topic oder a turoial where that all is explained.

I'd appreciate every further information, even if it would be difficult to implement!
thank you in advance!

PS: sorry for the bad english wink.gif
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Zinx10
post Feb 12 2011, 12:15 PM
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Yes. Under the event movement, there should be a CUSTOM MOVEMENT thing or something similar. Simply edit the pattern to what you desire. Same with any other things.

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I do not have RPG Maker VX, only RPG Maker 2003. wink.gif


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Alt_Jack
post Feb 12 2011, 12:17 PM
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QUOTE (Sherimaj @ Feb 12 2011, 10:32 AM) *
the version I use is the RPG Maker VX. is there a way to limit the area an event is moving in, without placing walls or such?
imagine you have a specific ground pattern (e.g. a carpet) and there is this rat, that is running away from the hero. can you make it possible, that the rat just runs around within the carpet-pattern while it flees? so that it avoids running on the cold, dirty ground?

I'm not sure about that, though I'm also not sure why the rat would just stick to the carpet. You might be able to change the passability settings for that tile, but then everyone would be stuck on it.
As previously mentioned, you can set the movement route to "custom" and just have it take a set path. If you poke around and find my "explosive events" topic, there's an event for a proximity mine that makes it move in a square. Might help. sweat.gif
QUOTE
additionally, before opening a new thread: I'm curious if it is also possible that an event triggers, if another event was moved (by the character) to a specific location. there was this topic where it was mentioned you could somehow see the x and y coordinates of an object or the character. maybe someone could link me a topic oder a turoial where that all is explained.

...yes. You can have it display in a text box using "\v[x]" (sans quotations) where x is the number of the variable.
Ex: let's say variable 1 is the X coordinate (variables-1- set-player's X) and variable 2 is the Y (variables-2-set players Y). The text would read something like: player's X: \v[1] player's Y: \v[2]
Those variables would also be used (with "set event location" ) to target where the event will go when the switch is on.
You just need to give both variables a number.

This post has been edited by Alt_Jack: Feb 12 2011, 12:22 PM


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stripe103
post Feb 12 2011, 12:18 PM
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Well, you could use the thing that events with graphics can't move over other events with a graphic to your advantage. I don't know how it is in VX, but in XP it works. Make a transparent PNG file that is 4 x 4 pixels, and then make events with this graphic in the edges of the carpet, therefore, stopping the rat from going outside it.

This post has been edited by stripe103: Feb 12 2011, 12:19 PM


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Alt_Jack
post Feb 12 2011, 12:25 PM
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QUOTE (stripe103 @ Feb 12 2011, 12:18 PM) *
Well, you could use the thing that events with graphics can't move over other events with a graphic to your advantage. I don't know how it is in VX, but in XP it works. Make a transparent PNG file that is 4 x 4 pixels, and then make events with this graphic in the edges of the carpet, therefore, stopping the rat from going outside it.

Yeah, I was thinking that too, but the "guard" event would have to move pretty fast to stop the rat.
Like I said, check the proximity mine thing; it's pretty much bang on for this.


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stripe103
post Feb 12 2011, 12:45 PM
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You don't need to have it move at all, just make many of them instead. The bad thing with this is that no other event can get through the barrier either.

Or, to make it a bit harder, but a lot more compatible, you can make it so that the rat checks if it stands on an event with the tileID(or terrain tag. There is a script for that to VX) of for example 3. If it does, make it back up two or one step to make it go onto the carpet again. Then just map the edge around the carpet with the tile that the rat cannot go on.

This post has been edited by stripe103: Feb 12 2011, 12:49 PM


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