+ Jinumon 29 Posted March 20, 2020 Hey all, Yes, once again I am back from an extremely long hiatus with a new question. I am currently working on a project that makes use of gauntlet-like networks of monsters that obstruct maze-like dungeons, with monsters that move back and forth and require the player to use careful timing to navigate them. Due to size constraints, I was hoping to have events that move back and forth through walls, triggering battles upon contact with the player, but Events with THROUGH on just move through the player. I've tried Events on Routes that turn THROUGH on and off again when moving through walls, but they don't seem to interact properly with the Player. Any solutions you know of? I can include some screenshots if the scenario sounds confusing. Jinumon Share this post Link to post Share on other sites
+ Jinumon 29 Posted June 1, 2020 I know unsolicited bumping isn't generally approved of. But does no one have any idea to accomplish this? Share this post Link to post Share on other sites
FranklinX 78 Posted June 1, 2020 It seems like you should be able to accomplish this by turning Through on and off in the monster's route. Through would be "off" in areas that include the player. The event (monster) needs to be on the same level (not below) the player. May you share a screenshot of your event? 1 Share this post Link to post Share on other sites
Kayzee 4,032 Posted June 2, 2020 (edited) I did do something like that in VX Ace with scripts actually. I remember at one point I was trying to get a ghost enemy to work by turning 'through' on and off but I kept running into problems. I mean the idea of keeping through off in walkable areas and turning it on before it moves into a wall sound simple enough, but the catch is through also needs to be on when exiting a wall, and if it's on it will ignore all character (events, player, and so on) collisions too, so it will step into characters when exiting walls. I eventually made a 'pass type' script that fiddled with how characters decide what map tiles are 'passable' so that characters could either swim (move through water), fly (move over water/pits), or act like a ghost (phase through every kind of map tile). Since this ghost movement was only for map tiles, character collisions still worked and a ghost couldn't just step on a square that had another character on it. On an unrelated note, my little 'pass type' script had a lot of kinda silly advanced features. I also allow any feature object (aka states, equipment, classes, or anything else the game checks for features related to a battler) to set pass types too, so you could have a status effect that made the player float, or since all the enemies in my game are events with a battler attached to it it works on enemies too. Also made some little neat visual effects. When swimming it acts like a tile with the bush flag so the character looks half-submerged, flying characters float up and down a bit and have a shadow that changes size/opacity in sync with the float, and ghost characters are always have half their normal opacity if they are inside a wall. Edited June 2, 2020 by Kayzee 1 Share this post Link to post Share on other sites