View Full Version : Invisible tiles

August 26th, 2011, 11:13 PM
Hey guys,
I am just started to work on a great idea of mine, in which (wild & Legendary) pokemon actually attack the player itself outside the battle. I think this is promising, however. I need to know how to affect event-tiles outside the players screen. When the opponent shout a fire ray, only the fire tiles within a range of 7 tiles get affected by the autonomous movement. What script is needed to affect all of them?

Hope someone can help me out!

August 28th, 2011, 12:51 PM
try setting a switch (set switch in the event commands) when you want the fire to appear, and set an event where you want it to appear, with the appropriate graphic and condition that your switch is ON
that should work
if that isnt what your asking please clarify

wait is this for RPG maker?

August 29th, 2011, 02:09 AM
Hey mate, thanks a lot for the suggestion, but again, it doesn't work
My edition is the RPG maker XP; and this is actually what is in the script:

During the level 'the chase' the player partnered by the badguy John are on the run for Latios, which attacks the player with lightningbolts and fire blasts. The player has to follow a specific path to the left-most end of the level.
In the graph, there are 'player touch' tiles which sets switch 0087 ON. The fire-events (all 0087) have an autonomous movement to the right with 'Repeat action' speed 'fast' and frequency 'highest'. Then, I have tried with and without the self-switch, but both doesn't work at all! It is quite annoying that such something simple is so complicated to program!

Any ideas?