okay, i'm verrry new to it, but i was wondering how the hell can i get the character to move into a new map, the current way i'm doing it is by event, and then i have to click transport player w/o fade, and to the next map, but it is very hard to do for every single way of getting into the map, and i dont want fences everywhere, so does anyone know a clean way of getting into another map that's faster?
Well, you could use scripting, but in that case, you'd still need to type in a bunch of stuff. Using an event with the Teleport command is pretty much the best way (In my opinion). :P
If you have multiple entries to a zone, the best way to do it is to make a single parallel process event like this:
Control Variables: [XXX: Player Y] = Character [Player]'s Y
Conditional Branch: Variable [XXX: Player Y] = 0 (#if the entry to the next map is to the north)
Control Variables [YYY: Map ID] = a ( where a is the ID of the map you are teleporting to)
Control Variables [ZZZ: Player X] = Character [Player]'s X
Teleport [YYY, ZZZ, XXX]
Otherwise, just copy and paste your events if you don't understand variables.
The easiest way is to copy and paste your events. Then change where it teleports you for each event.
Shouldn't you also check for Hero's X?
No, O_o
Just set it to hero touch.
No, for modern's way with variables.
Oh, yeah.
It seems like that'd take longer.
Yeah, but it's all organized in one event (although quite unorganized with many eventing) but, also, the use of the variables could be used in some other places like place memorization and such.
I checked for X inside the conditional branch, because I was showing it for one direction, namely North.
If you wanted to do multiple directions in one event, then yeah, you would pull it out of the conditional branch. And it takes much longer to go through 20 events and change where it teleports you to then the way I showed.
Control Variables: [XXX: Player Y] = Character [Player]'s Y
Conditional Branch: Variable [XXX: Player Y] = 0 (#if the entry to the next map is to the north)
Control Variables [YYY: Map ID] = a ( where a is the ID of the map you are teleporting to)
Control Variables [ZZZ: Player X] = Character [Player]'s X
Teleport [YYY, ZZZ, XXX]
There's no X checking! You set the X in the conditional branch as a "Control Variable". Wouldn't that mean "When Y=0 (at anytime it is 0), It moves you to the map you want at (0,(Whatever X spot you're on))? :P
Well, it moves you to (current X, a).
You will never need to do an X check assuming that there are the same number of squares open in the receiving map as there are in the sending map. The most you will need to do is a displacement (adding/subtracting to/from X). If you have some squares not open, then you would have to do a check to make sure the player does not end up on an impassable square. Otherwise, no X check is necessary. It doesn't really matter too much. If he doesn't know how to use variables well, he will be better off copying and pasting.
It really only matters if the player can get to an tile where Y=0 and the player isn't supposed to transfer.
well, thx for the help, but i guess i either gtta do it by hand, or just put a fence around everything, lol