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So who answer this will also answer also my trouble.
Other than that, you may want to look into using a script to help you accomplish an event-touch-event trigger.
The following Custom Event Triggers script looks promising (and has an Event on Event option which looks like it can activate a trigger):
http://www.himeworks.com/2013/04/05/custom-event-triggers/
Then have your conditional branches for what you want to happen check the location of events they are "touching" and if equal, then do whatever.
If either event (or player location) is stationary, the easiest way to do it would be to just set your variables that offset the position to the stationary one so you don't have to call the variables every time the moving event moves.
Hopefully that made sense.
"Get Location Info" Eventcommand on 3rd Eventpage in Combination with some Regions and
some Conditional Branches.
As long you dont exactly tell us what will happening in that Scene in all Detail, we cant Provide the easiest method for this to a person who is new to the basic commands.
How many Rocks.
How often do they Roll down, (more than once?)
How large is the distance they have to roll
And everything else that would be important to know.
Like a Script Book for Cinema Actors, would be best manual for Eventers to realise something wanted.
I realised that for the boulder in the pit, the pit event could host half the rolling event then return to normal. Bonus point from Prinny who typed me how to disable temporarilly the encounters so the PC could have a clean run!
@Hajami,
They could fly it wouldn't be more important. You can replace it by ducks even. The important thing was an event falling into another event to be used later or before, so positioned in the exact place. At one extremity of one corridor I had to make it do a jump over an additional event and it doesn't even show.
For example, I want to have the player shoot a fireball that "hits" an enemy. I'll set the fireball to appear at the player's location and check it's location as it travels. Another variable offsets the fireball dependent on the direction of travel so I have a variable that's always one space in front of the fireball event. Then the enemy will have a variable that checks its location against the fireball's offset variable. If equal, then do damage.
On the other hand, if I want a boulder to roll over an event (maybe a switch), then instead of using location variables, I'll just set the move route of the boulder to move so many spaces until it reaches the switch point, then have the boulder event itself call the situation I want to trigger, then continue eventing its move path.
But if I wanted the switch to also be usable by the player, while also being in the way of the boulder, I'd set up the switch event, then the move path of the boulder. In the move path of the boulder, I'd set its "through" to on just before it reaches the switch, and turn "through" off after it passes the switch.
The point is, how you do it is very dependent on EXACTLY what you're trying to do.
Except earlier spike trap I had to trash the X,Y thing and get pointed out an option that cause damage if that part of animation shows up! It seems that there were many ways to do itand I am not certain I really can judge wich one's better yet. I just never came to get X,Y to work :P (One day I am sure I will need it tought)
So, I create these variables:
On the boulder:
boulderx = (this event x for boulder)
bouldery = (this event y for boulder)
bouldery+1 = bouldery
bouldery+1 +=1 (since the boulder is moving downward, I want to have it trigger things one space in front of the boulder = ie: when the boulder touches something). Note that I also defined bouldery+1 twice. This is important.
on the wall event:
wallx = this event x for the wall
wally = this event y for the wall
Now back to the boulder:
if (whatever switch), set move route this event (boulder) move down
bouldery = (this event y for boulder)
bouldery+1=bouldery
I've reassigned the bouldery+1 back to bouldery again to call it to its current location
bouldery+1 +=1 and set the y one space ahead of its movement path.
Why like this? Because if I don't reset the location of the bouldery+1, then I'm constantly adding +1 to the bouldery+1. Remember, it has already set the bouldery at the beginning of the script, that isn't going to change from its original value until the script has finished running, so I have to redefine it every time the boulder moves.
Then, set move route of boulder to move down again
then recall my bouldery and bouldery+1 and bouldery+1 +=1 since the boulder moved again.
Keep doing this until the boulder reaches the end of its path.
For any events it can collide into:
conditional:
if variable (whatever event's x) = boulderx (which will be the same as it was initially if the boulder has not moved left or right)
conditional:
if variable (whatever event's Y) = bouldery+1 (this is the space right in front of the
boulder's movement)
Put your whatever happens here when these conditions are met.
A side note: You'll want the conditional parts in the event that is affected by the boulder if that wasn't clear.
EDIT: That second condition is supposed to be checked only when the first condition is met. You can reverse the order of them being checked, but one has to be within the other. I'm sure you've probably realized that by now.
It just hit me with that boulder notion that pushing a rock over a button event (kinda on the ground) is also maybe the same thing. :S
That seems advanced but I know that one used a X and Y in Redweaver's tutorial. I might have no choice; I might HAVE to use that one day and the only way I gonna learn is to DO it ^^;
Ah là là! Don't bother; there is a cozy lazy side of my brain that tries to tell me I'm too old for this. Well I will have to shrink up!
EDIT: (I however copy-pasted that post of yours in a text file and took it along with my tutorial to read/try. Tanks!)
Hope in one year and a half I can do something that is gamewise palatable. I saw a couples of folks having great strenghts in some aspects of RPGMaking and the rest a bit flawed. I guess that as long as folks are using this forum we can improve.
Everything is in there, it is just that I am kinda figuring up that there is not just a single awnser. Once we get in our own material, we have to ask multiple advices and in the end, just to word our problems (as it happened twice to me in chat), just solve it by itself because we just have a fresh perspective reading a question or a comment.
But I will take a look! @.0