05-30-2025, 07:37 PM
(This post was last modified: 06-04-2025, 10:20 PM by DerVVulfman.)
An effort to bring global NPC event continues here, and with another working demo.
The Mark II demo I had now adapts the existing passable system built into Game_Character so the player is able to run into and be blocked by the NPCs as long as they are not flagged as 'through' events at the start.
As a result of the passable system now functioning, I was able to introduce the touch and action triggered event system. So you can touch an event to trigger the commands within the Event list, or use the action trigger as per normal. It did take some effort. And oddly, adding the action trigger (or _there) method seemed to force a recursive loop of restarting the command list... even if triggered by other means. It now functions as it should, but t'was odd indeed.
Event commands that affect map events, and thus distinguished by their event ID, do not function with the NPCs. This should be understandable as they are no longer tethered to any individual Map. That should be something to work upon.
Currently, NPCs include actor data in their makeup, so it might be possible to have NPCs be updated or defined by the equipment worn.
It is an interesting endeavor, eh?
The Mark II demo I had now adapts the existing passable system built into Game_Character so the player is able to run into and be blocked by the NPCs as long as they are not flagged as 'through' events at the start.
As a result of the passable system now functioning, I was able to introduce the touch and action triggered event system. So you can touch an event to trigger the commands within the Event list, or use the action trigger as per normal. It did take some effort. And oddly, adding the action trigger (or _there) method seemed to force a recursive loop of restarting the command list... even if triggered by other means. It now functions as it should, but t'was odd indeed.
Event commands that affect map events, and thus distinguished by their event ID, do not function with the NPCs. This should be understandable as they are no longer tethered to any individual Map. That should be something to work upon.
Currently, NPCs include actor data in their makeup, so it might be possible to have NPCs be updated or defined by the equipment worn.
It is an interesting endeavor, eh?