RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
Multiple triggers for single event?

0 Members and 1 Guest are viewing this topic.

**
Rep: +0/-0Level 73
RMRK Junior
Hey!
So I have an event that is triggered by parrallel process, but I want it to do something else on contact with the hero too.
Could someone make me a script that I could put in a conditionnal branch so that it "activates" when the event is in contact with the hero?ΒΈ
Thank you!

********
Resource Artist
Rep:
Level 94
\\\\\
Project of the Month winner for June 2009
Just make a different event on the map that tracks the player's X and Y position on the map (using variables), then make a conditional branch that checks both the X and Y position of the player and if they are the same X and Y as the event you'd like them to bump into. So in effect, when the player's X and Y position are the same as your specific event's X and Y position, then some other event is triggered.

I'm sure there's easier ways to try and do whatever it is you're trying to do.

**
Rep: +0/-0Level 73
RMRK Junior
Yeah I've tried that, but it still wouldn't work.
I'm trying to make it so that my character can throw some kind of projectile and "kill" the enemy, which is the event. The parrallel process is used to check whether the bullet is touching the event. If it does touch it, then it activates a "self variable" (I'm not sure if it is the right word since I use another language version of rpg maker xp) to make it dissapear (and reapear after some time).

What you are proposing would work, except that I could not make that "other event" dissapear , unless I used a variable instead of a self variable and I don't want to have to create a new variable for every enemy. That's why I thought that it would be best done through a small script in  a conditional branch.

I hope you get what I'm trying to explain.

********
Resource Artist
Rep:
Level 94
\\\\\
Project of the Month winner for June 2009
Mmm I'm a little confused. Granted, I only read the response 1 time haha, so I'll have to re-read a couple times to really understand what you're talking about, but try using some common events if that doesn't work.

**
Rep: +0/-0Level 73
RMRK Junior
I just reread your response and it turns out I had misunderstood you a bit so it's perfectly normal you were confused ;)
Anyway I didn't think about using common events and there more I think about it, the more I think I should be able to figure out something using by them.
So thanks for your help, it was really appreciated^^