#author("2023-08-07T08:35:03+00:00","default:admin","admin") #author("2023-08-28T04:08:33+00:00","default:admin","admin") *Collision Detection between Cast Members and Events [#xa1f7196] Whether casts, events, or generated casts come into contact with other things can be specified on the event sheet or in the Database > Casts > Others tab. See the table below to find out how the specified casts and events behave when they come into contact with one another. The following specifications are for Ver. 1.3.2 or later. **''Whether They Don't Overlap (Detect Collision and Push Each Other Out)'' [#b5dee231] Regarding the following tables, for "Casts" and "Generated Casts", the collision in the event sheet of Database > Casts > Custom Events will affect them. "Cast" refers to a cast placed directly on the map, while "generated cast" refers to a cast fired dynamically using the Event panel "Generate Event". Yes = Collide each other. |>|>|>|>|>|>|>|>|>|>|>|>|>|>|>|>|>|>|CENTER:''(P = Collide with Player / E = Collide with Event)''|h |P: ON, E: ON|Casts|Generated Casts|Events||P: ON, E: OFF|Casts|Generated Casts|Events||P: OFF, E: ON|Casts|Generated Casts|Events||P: OFF, E: OFF|Casts|Generated Casts|Events| |Player|Yes|Yes|Yes||Player|Yes|Yes|Yes||Player|||||Player|||| |Casts|Yes|Yes|Yes||Casts|||||Casts|Yes|Yes|Yes||Casts|||| |Generated Casts|Yes|Yes|Yes||Generated Casts|||||Generated Casts|Yes|Yes|Yes||Generated Casts|||| |Events|Yes|Yes|Yes||Events|||||Events|Yes|Yes|Yes||Events|||| |>|>|>|>|>|>|>|>|>|>|>|>|>|>|>|>|>|>|CENTER:''"No Collision with Other Generated Events": ON''|h |P: ON, E: ON|Casts|Generated Casts|Events||P: ON, E: OFF|Casts|Generated Casts|Events||P: OFF, E: ON|Casts|Generated Casts|Events||P: OFF, E: OFF|Casts|Generated Casts|Events| |Generated Casts|Yes||Yes||Generated Casts|||||Generated Casts|Yes||Yes||Generated Casts|||| |BGCOLOR(yellow):COLOR(black):''Precautions''| - The "when contacted" event is triggered when two collisions touch each other in the case of non-overlapping settings, or when two collisions partially touch each other in the case of collisions that can be triggered by overlapping settings. --However, the event is not triggered over and over again until they leave once. - The event panel "Check Surrounding Collision Detection (Raycast)" will react regardless of whether there is an overlap or not. - The Disappearing Conditions "Collide with ~" only reacts when there is no overlap. -Even when "Collide with Player" is OFF, the player can still talk to them. ---- - Prior to Ver. 1.3.1, the "Collide with Other Events" setting in the "Change Elements During Sheet Execution" event sheet was almost interlocked with the "Collide with Player" setting and did not work correctly. If you have been using this flag, please reconfigure the option according to the collide detection table, if necessary. - Also, since Ver. 1.3.2, when "Collide with Player/Events" is turned off on the event sheet or the "Pass Through Player/Events" setting is turned on in the "Make Event Walk" panel, the disappearance and damage judgment is no longer performed. Please change the flag as needed as well. - If you really want to branch according to the surrounding conditions with "Pass Through" or "Collide with Player/Events" turned off, use the "Check Surrounding Collision Detection (Raycast)" panel to create a parallel event sheet that detects contact and then create events in such a way that they will branch to the necessary process, such as "Delete Event" when contact is detected. ---- **''Damage or Not'' [#jcbe6d49] The tables below show whether or not damage occurs when a collision occurs, depending on the setting of the collision settings on the Database > Casts > Custom Event event sheet. Yes = Damage occurs. |>|>|>|>|>|>|>|>|>|CENTER:''"No Collision with Other Generated Events": ON''|h |P: ON, E: ON|Player|Allies|Enemies|Both|None|Generated Casts&br;(Allies)|Generated Casts&br;(Enemies)|Generated Casts&br;(Both)|Generated Casts&br;(None)| |Player|||Yes|Yes|||Yes|Yes|| |Allies|||Yes|Yes|||Yes|Yes|| |Enemies|Yes|Yes||Yes||Yes||Yes|| |Both|Yes|Yes|Yes|Yes||Yes|Yes|Yes|| |None|||||||||| |Generated Casts&br;(Allies)|||Yes|Yes|||Yes|Yes|| |Generated Casts&br;(Enemies)|Yes|Yes||Yes||Yes||Yes|| |Generated Casts&br;(Both)|Yes|Yes|Yes|Yes||Yes|Yes|Yes|| |Generated Casts&br;(None)|||||||||| ||||||||||| |P: ON, E: OFF|Player|Allies|Enemies|Both|None|Generated Casts&br;(Allies)|Generated Casts&br;(Enemies)|Generated Casts&br;(Both)|Generated Casts&br;(None)| |Player|||Yes|Yes|||Yes|Yes|| |Allies|||||||||| |Enemies|Yes||||||||| |Both|Yes||||||||| |None|||||||||| |Generated Casts&br;(Allies)|||||||||| |Generated Casts&br;(Enemies)|Yes||||||||| |Generated Casts&br;(Both)|Yes||||||||| |Generated Casts&br;(None)|||||||||| ||||||||||| |P: OFF, E: ON|Player|Allies|Enemies|Both|None|Generated Casts&br;(Allies)|Generated Casts&br;(Enemies)|Generated Casts&br;(Both)|Generated Casts&br;(None)| |Player|||||||||| |Allies|||Yes|Yes|||Yes|Yes|| |Enemies||Yes||Yes||Yes||Yes|| |Both||Yes|Yes|Yes||Yes|Yes|Yes|| |None|||||||||| |Generated Casts&br;(Allies)|||Yes|Yes|||Yes|Yes|| |Generated Casts&br;(Enemies)||Yes||Yes||Yes||Yes|| |Generated Casts&br;(Both)||Yes|Yes|Yes||Yes|Yes|Yes|| |Generated Casts&br;(None)|||||||||| ||||||||||| |P: OFF, E: OFF|Player|Allies|Enemies|Both|None|Generated Casts&br;(Allies)|Generated Casts&br;(Enemies)|Generated Casts&br;(Both)|Generated Casts&br;(None)| |Player|||||||||| |Allies|||||||||| |Enemies|||||||||| |Both|||||||||| |None|||||||||| |Generated Casts&br;(Allies)|||||||||| |Generated Casts&br;(Enemies)|||||||||| |Generated Casts&br;(Both)|||||||||| |Generated Casts&br;(None)|||||||||| #br ''"No Colision with Other Generated Events": ON'' Yes = Collide each other. |>|>|>|>|>|>|>|>|>|CENTER:''"No Collision with Other Generated Events": ON''|h |P: ON, E: ON|Player|Allies|Enemies|Both|None|Generated Casts&br;(Allies)|Generated Casts&br;(Enemies)|Generated Casts&br;(Both)|Generated Casts&br;(None)| |Generated Casts&br;(Allies)|||Yes|Yes|||||| |Generated Casts&br;(Enemies)|Yes|Yes||Yes|||||| |Generated Casts&br;(Both)|Yes|Yes|Yes|Yes|||||| |Generated Casts&br;(None)|||||||||| ||||||||||| |P: ON, E: OFF|Player|Allies|Enemies|Both|None|Generated Casts&br;(Allies)|Generated Casts&br;(Enemies)|Generated Casts&br;(Both)|Generated Casts&br;(None)| |Generated Casts&br;(Allies)|||||||||| |Generated Casts&br;(Enemies)|Yes||||||||| |Generated Casts&br;(Both)|Yes||||||||| |Generated Casts&br;(None)|||||||||| ||||||||||| |P: OFF, E: ON|Player|Allies|Enemies|Both|None|Generated Casts&br;(Allies)|Generated Casts&br;(Enemies)|Generated Casts&br;(Both)|Generated Casts&br;(None)| |Generated Casts&br;(Allies)|||Yes|Yes|||||| |Generated Casts&br;(Enemies)||Yes||Yes|||||| |Generated Casts&br;(Both)||Yes|Yes|Yes|||||| |Generated Casts&br;(None)|||||||||| ||||||||||| |P: OFF, E: OFF|Player|Allies|Enemies|Both|None|Generated Casts&br;(Allies)|Generated Casts&br;(Enemies)|Generated Casts&br;(Both)|Generated Casts&br;(None)| |Generated Casts&br;(Allies)|||||||||| |Generated Casts&br;(Enemies)|||||||||| |Generated Casts&br;(Both)|||||||||| |Generated Casts&br;(None)||||||||||