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Leaving and entering room: an easier way?

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So far in all of my rooms, to leave the room, you hit an event, that transfers you to the next room. Instead of putting an event in every space that the player could go to the next room by, I usually only have one event, and block the rest off. Is there a way to make it so that if the player goes to the west, he goes to a room that is located in the west? I hope that you understand what I mean.

pokeball :)OfflineMale
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we...yes. The events on the west should only transfer him to the room on the west.
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No, that is not what I mean. Okay, in my room, there is a house, a tree, and a scarecrow. There is nothing on the borders of the room except grass. I want it so that if the player heads outside of the room to the right, he is taken to a room(a specific room). I want it so that there doesn't have to be an event at every grid square. Do you understand now?

pokeball :)OfflineMale
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you would need one...unless you shaped the room so the exit is noticable.

__|__|____

like that..
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Is that a pocket dimension? Indeed!
ok, so you want it so that you do not have to put a teleport event in every square? I dnpt know if ou can do that. Maybe with a script?
I apologize in advance for all spelling errors...

pokeball :)OfflineMale
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i still dont get the point.


I hope you know you can right click an event square and press copy, and then paste/[paste/paste where ever you want....takes 5 seconds.
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You could set up a variable and do it as a paralell process:

I take it you want that:
__
__
__
__
__
__
__

and if the player steps on any of those square he gets tp'd?

All you need to do is have a paralell process: Make a variable calculate the player's Map X, and then have a conditional branch which checks if that variable is 0. If it is, then do the teleportation.

So...

Control Variable: [XXX: Player X] = [Player]'s Map X
Conditional Branch: [XXX: Player X] = 0
     Teleport
Branch END

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wah
I recommend just sticking with teleport on many events. It's much easier than a script or modern algebra's way. (Lol.) That would be so hard... You would still need to do the regular thing but with even more work.

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I recommend you doing it the way modern algebra did unless the amount of places you have to place normal events is very low.
Also I once tried to make a big map out of several maps. I've uploaded my attempt if you want a demo.
Note that this system is more advanced than what it seems you want to do. This also takes care of the position.
It really depends on what you want.

@moo: I can be rather nice just having one parallel process taking care of it and put it out of the way.

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No.. i think he some sort of Midboss
id say kinda like nouman said make the exit noticeable like since its grass make two squares dirt and thats the indicator to the next area...
"Life is a struggle; technology creates more idiot proof things, and the universe creates better idiots; so far the universe is winning" -Shino_Ryuu

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I think that is what he is trying to avoid. He just wants it so that the player can enter the next map from anywhere. It's not that hard. As long as he keeps track of the Y-variable of the hero too he can just use teleport by variables to make it a seamless transition.