Saturday 3 September 2016

Player Touch Trigger


The Player Touch trigger behaves differently depending on what Priority you give to your Event, and also depending on whether the Event has Through ON. It's pretty straight forward when the map tile beneath the Event is a passable one, and Through is OFF:

(Where Through is mentioned, it is always referring to the Through setting for the Event unless specifically stated otherwise.)

Events on Passable Map Tiles

Priority = Below Characters

The Player can move on top of the Event, and the Event triggers when the Player does so. The Event's Through setting has no effect on the Player.

Priority = Same As Characters

With Through OFF, the Event will trigger when the Player touches the Event by pressing the arrow keys, but the Player does not and cannot move on to the Event.

With Through ON, the Player can freely pass through the Event, but never actually touches it. Hence, the Event is never triggered. Kind of like an illusion, or a ghost. (The same thing happens if the Player has Through ON.)

HOWEVER, if the logic within the Event sets Through ON (when it's triggered), then the Player can touch the Event, trigger the Event, and pass through the Event. BUT from then on, until Through is set back to OFF, the Event will no longer be touchable or triggerable.

Priority = Above Characters

The Player can move beneath the Event, and the Event triggers when the Player does so. The Event's Through setting has no effect on the Player.

Events on Impassable Map Tiles

Some unexpected behaviour may occur when the map tile the Event is sitting on is impassable.

Priority = Below Characters OR Above Characters

Since the Player cannot move on to the map tile where the Event sits, the Event will never be triggered (even if Through is ON).

Priority = Same As Characters

The Event will trigger when the Player touches the Event by pressing the arrow keys, but of course the Player still does not and cannot move on to the Event. 

This is true even if the Event has Through ON or the Event logic turns Through ON when triggered. (Makes sense, since the Player runs into an impassable map tile.)

Check out what this means for Doors and Secret Passages.

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