Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.
Original Source
- Original title: Large Event Collision
- Original author: Shaz
- Original date: July 15, 2016
- Source thread: https://forums.rpgmakerweb.com/threads/large-event-collision.65368/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)
Summary
Large Event Collision 2016.07.15 by Shaz Introduction
Archived First Post
Large Event Collision
2016.07.15
by Shaz
Introduction
This script allows you to specify a single event that covers an area larger than a single tile, for the purposes of collision.
How to use
Add to your scripts folder in the Materials section.
Add a comment to the event page as follows: <collide: a b> where a indicates how many tiles the event should cover horizontally, and b represents how many tiles the event should cover vertically. The event itself should be in the lower left corner of the collision region.
Examples:
<collide: 1 3> will allow the event to be triggered from its own tile, or the two tiles above it
<collide: 2 1> will allow the event to be triggered from its own tile or the tile to the right
<collide: 2 2> will allow the event to be triggered from its own tile, from the one to the right or the one above, or from the tile to the top-right
Script
Download from pastebin
Credit
Shaz
Terms
Free for use in commercial games
Note
This script only works for stationary events - if you have an event that moves around and you want to increase the collision area, do not use this script as it does not cover requirements for moving events.
2016.07.15
by Shaz
Introduction
This script allows you to specify a single event that covers an area larger than a single tile, for the purposes of collision.
How to use
Add to your scripts folder in the Materials section.
Add a comment to the event page as follows: <collide: a b> where a indicates how many tiles the event should cover horizontally, and b represents how many tiles the event should cover vertically. The event itself should be in the lower left corner of the collision region.
Examples:
<collide: 1 3> will allow the event to be triggered from its own tile, or the two tiles above it
<collide: 2 1> will allow the event to be triggered from its own tile or the tile to the right
<collide: 2 2> will allow the event to be triggered from its own tile, from the one to the right or the one above, or from the tile to the top-right
Script
Download from pastebin
Credit
Shaz
Terms
Free for use in commercial games
Note
This script only works for stationary events - if you have an event that moves around and you want to increase the collision area, do not use this script as it does not cover requirements for moving events.
Downloads / Referenced Files
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Log in to downloadLicense / Terms Note
Credit Shaz Terms Free for use in commercial games
Creator Claims / Removal
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