10-26-2015, 12:53 AM
I wonder if there's a way to check if a pixel of an event sprite inhabits a certain area. I mean I've created hitboxes, and that's great and all... but not so much if a sprite won't conform to that format.
The alternative is simply to design enemies/targets/damage areas to work with the damage zones rather than trying conform the damage zone to the designs.
EDIT: UGH what a pain. Custom Page Conditions don't seem to play nicely with my script. Conditional branches on a single page work fine, but as soon as I use Hime's CPC script it starts up before $game_map.events is loaded, thus "this event" (part of the see/hit condition) doesn't exist. Once I tell it "hey if there are no events, just be false" I instead get an issue where the condition update is not super responsive - seemingly only changing/recognising changes if I get the map to refresh by walking around.
I did this because I wanted to avoid using self-switches. And I can't even use switches - whenever something isn't intersecting a target, that switch will just be turned off again.
... I suppose the third option would be to purely script seeing/being-hit, but I thought eventing (since the enemies are events and all) would make enemy reactions to types of hits or whatever easier to deal with. Thus I wanted to allow custom page conditions for events in the hit/seeing state.
EDIT 2: Wait, I know! Instead of setting the self-switches to flat values, I'll see them to the opposite if "was_hit/seen.empty?".
*does so. script immediately works again even though she doesn't add the self-switch functions to the event itself*
...
*curls up in a corner and sobs* this is so dumb
EDIT 3: $game_map.need_refresh = true also works. ... I think I've sorted this now, bluh. x -x
The alternative is simply to design enemies/targets/damage areas to work with the damage zones rather than trying conform the damage zone to the designs.
EDIT: UGH what a pain. Custom Page Conditions don't seem to play nicely with my script. Conditional branches on a single page work fine, but as soon as I use Hime's CPC script it starts up before $game_map.events is loaded, thus "this event" (part of the see/hit condition) doesn't exist. Once I tell it "hey if there are no events, just be false" I instead get an issue where the condition update is not super responsive - seemingly only changing/recognising changes if I get the map to refresh by walking around.
I did this because I wanted to avoid using self-switches. And I can't even use switches - whenever something isn't intersecting a target, that switch will just be turned off again.
... I suppose the third option would be to purely script seeing/being-hit, but I thought eventing (since the enemies are events and all) would make enemy reactions to types of hits or whatever easier to deal with. Thus I wanted to allow custom page conditions for events in the hit/seeing state.
EDIT 2: Wait, I know! Instead of setting the self-switches to flat values, I'll see them to the opposite if "was_hit/seen.empty?".
*does so. script immediately works again even though she doesn't add the self-switch functions to the event itself*
...
*curls up in a corner and sobs* this is so dumb
EDIT 3: $game_map.need_refresh = true also works. ... I think I've sorted this now, bluh. x -x