Parallel Events for ALL Event Types!
Version: 1.0
Type: Clever Eventing
IntroductionHave you ever run into a situation where you wanted your Event to both be a Parallel and an Event Touch? This is how you can do it!
Features
- Compatible with XP, VX, and VX Ace
- Useful for ANY Event Type - Action Button, Player Touch, Event Touch, and even Autorun and Parallel!
- Uses Custom Move Route Scripts to do ANYTHING!
ScreenshotsSimple Event Sensor (Little Drago's Script)
Its basically this, but with the ability to do ANYTHING instead of just Jumping, like an Animation then chase the Player! Whee!
Demohttp://www.775.net/~heretic/downloads/rmxp/ParallelForALLEvents.exe
InstructionsThis trick is easiest when you have an Event isnt using a Custom Move Route, but is possible. It is useful for things like Enemies where you want them to have a Move Type of Approach, but want them to play an Animation when they go into their "Attack" mode. This is good for a One Shot Trigger, which is why I originally called it an Autorun. Autorun waits for other Autoruns to complete. This does not. It executes as soon as the New Event Page is loaded.
This is actually a deceptively easy yet clever trick using Custom Move Routes to execute your Parallel Commands, then simply changing your Move Type from Custom Move Route to Approach. This way you can accomplish BOTH!
You'll probably need some knowledge of Scripting. Set up your Event to an Event Touch, and although we want it to be an Approach Type for example, we will use Custom Move Route. Set Frequency to HIGHEST. Use Autonomous Movement Custom Move Route, and NOT the one where you enter Event Commands. It is the BUTTON that says MOVE ROUTE just next to the Events Graphic. In that window, Uncheck the Default of Repeat Action. If Repeat Action is NOT checked when you originally click on it, then you are in the WRONG WINDOW. Do what ever you need to do using Scripts. For your last two scripts, run these scripts: @move_type = 2 to set the Event to Approach (0 is Fixed and doesnt move, 1 is Random, 2 is Approach, 3 is Custom) If you want to change the Move Frequency off of Highest (which is 6 by the way) use @move_frequency = 1-6 to set the Move Frequency from there. Then the Event will behave the way you want it to behave!
If you want to be really advanced, you can set up a Custom Move Route and store it somewhere else. When you run your Move Commands, do the same thing, but this time, you can use @move_route = stored_move_route. It may require some knowledge of Scripting to create and store that Move Route somewhere else, then retreive it as needed, but its very useful for getting both an Autorun Type of event to behave just like you want it to.
It doesnt require ANY Scripts to pull this off, but a good knowledge of Scripting is useful. Just thought I'd share.
Credits and Thanks
Little Drago for use of his Simple Event Sensor Script
Author's NotesThere are numerous scripts out there that will change Game Switches, Game Variables and Self Switches for you without requiring an Event to do so. Really, there are just too many to list. I am working on a Script right now that also changes Switches without touching an Event. When there is no Event that causes a Event to Change Pages, the ability to make an Event do something specific, like Play an Animation difficult to do without some tricky, easy, and clever Eventing. This is one way to pull off that Clever Eventing. Another would be to set the event to Autorun and execute commands from there. Changing that event from an Autorun to a Approach event is also possible, but a bit more difficult. It WOULD require very simple scripts to open up :move_type, thus, it has not been explained in this demo because that is Scripting, not Eventing.
Im borrowing Little Drago's Simple Event Sensor because it can perfectly display exactly when this type of Eventing System becomes extremely useful. I'll link to it just in case you are interested.
Little Drago's Simple Event Sensor Script - [XP][VX][VXA]http://forum.chaos-project.com/index.php/topic,8581.0.html