![]() Two, I think I tried using relative x/y as a continuous process, using a lantern, and it sucks. You still are basically boxing the thing in, but this time in relation to scrolling up and down the screen, which is super good for pictures and such, since pictures are actually using relative x/y, but super super horrible for any zone that is based on a fixed location, so NO you wouldn't use pixels. I think I did something with mouse clicking (don't ask, it's a stupid concept), and for pixels, you had to do something like RelativeX and RelativeY (it's the pixels relative to the current position on the the screen. You can use variables instead of values, and you can do stuff like line of sight. You should have a general region where it's possible to enter without getting caught, but it you hit an area where both are wrong you get caught. If PlayerX > (number), Player X If PlayerX > (number2) (outside the second number) End If PlayerX If PlayerX > (number1) If PlayerX Call Common Event: CheckForX Call Common Event: CheckForY If WithinX is ON If WithinY is ON Switch WithinZone, ON (both must be on to be in the zone) Else Switch WithinZone, OFF Else Switch WithinZone, OFF End End Event Processing Common Event: CheckForX If PlayerX > (number2) (outside the second number) Switch WithinX, OFF End If PlayerX Switch WithinX, OFF End (Put these first so they check before the others) If PlayerX > (number1) If PlayerX Switch WithinX, ON End End End Event Processing 5. Go to variables, and set to parallel process or a common event the following variable. That's why I still use 2k3 even though most people moved on. Your engine can already do alot of stuff. Also, too many people in VX onward seem completely reliant on scripting and do not understand the fundamentals. Some of the monsters are freaking insanely huge.) (I'm getting the large monster graphics from Pioneer Valley games character sets. Anyway, I can work around this, but if anyone has any experience with getting large events to have proper collision detection in VX Ace. But that meant it was behaving as a 1x1 Tile event instead of a 3x3 tile event in terms of running into stuff (so you couldn't, for instance, go into a narrow space to escape from it). I checked another project to make sure that Event Touch works in general (it does), and I removed the comment that "told" the event how large it was, and it was able to track me down and kill me just fine (as long as I stood still: Yanfly's Event Chase Player script is slightly wonky). If you stand still, the event can run into you until the cows come home and not trigger. ![]() This is frustrating because I am making a game where you are chased by big monsters. ![]() The script works in most regards: it increases the number of tiles an event will respond to for Player Touch and Action Button triggers, but Event Touch will never trigger. I'm using GubiD's Large Events System for Ace. So, the "Event Touch" trigger does not function for large events that "know" they're more than one tile big. ![]()
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