PILAR PROBLEMS, PLEASE HELP!
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Well, I'm making a game in rpg maker 2003, I know how to make siwthces/variables.
But I want to make one that also works for a pilar, so that you push it on it and the switch/variable will open.
I already made that i can move the pilar.
Sorry i'm just a beginner in it.
If this is the wrong topic please tell me.
Thank you =)
But I want to make one that also works for a pilar, so that you push it on it and the switch/variable will open.
I already made that i can move the pilar.
Sorry i'm just a beginner in it.
If this is the wrong topic please tell me.
Thank you =)
So, players push an object around (a pillar, in this case), and putting in the right spot activates a switch? Am I reading this right at all?
author=Marrend
So, players push an object around (a pillar, in this case), and putting in the right spot activates a switch? Am I reading this right at all?
Yes. I saw this in other games like the cult of daos, and lufia V: for the savior, i'm trying to do this but i can't let a object activate a switch.
Sure you can.
Have a parallel process common event on the map that sets one variable to the event's X coordinate, and one to its Y coordinate. Then make a conditional branch that first checks whether the X coordinate is equal to the tile the "right" spot is on, and another inside that which checks whether the Y coordinate is equal to the tile. Then, inside this branch, turn your switch on. In the "else" for the first branch, turn the switch off.
This will basically constantly check which tile the pillar is on, and activate the switch if it's in the right place. (the switch turning off part will make it so that moving the pillar away from the spot will deactivate whatever opened)
Have a parallel process common event on the map that sets one variable to the event's X coordinate, and one to its Y coordinate. Then make a conditional branch that first checks whether the X coordinate is equal to the tile the "right" spot is on, and another inside that which checks whether the Y coordinate is equal to the tile. Then, inside this branch, turn your switch on. In the "else" for the first branch, turn the switch off.
This will basically constantly check which tile the pillar is on, and activate the switch if it's in the right place. (the switch turning off part will make it so that moving the pillar away from the spot will deactivate whatever opened)
author=Trihan
Sure you can.
Have a parallel process common event on the map that sets one variable to the event's X coordinate, and one to its Y coordinate. Then make a conditional branch that first checks whether the X coordinate is equal to the tile the "right" spot is on, and another inside that which checks whether the Y coordinate is equal to the tile. Then, inside this branch, turn your switch on. In the "else" for the first branch, turn the switch off.
This will basically constantly check which tile the pillar is on, and activate the switch if it's in the right place. (the switch turning off part will make it so that moving the pillar away from the spot will deactivate whatever opened)
Thanks you for this information, but i don't understand the part where i have to make it set a varaible event's X and Y coordinate. Can you please help me with that? :P Thank you.
When you set a variable's value, one of the options for type of value is "event"; you choose the name of the pillar event, and then from the list of data you can choose its X or Y coordinate.
Huh. I used rm2k3 for years and didn't realise that command existed. Thanks Kazesui!
author=Trihan
When you set a variable's value, one of the options for type of value is "event"; you choose the name of the pillar event, and then from the list of data you can choose its X or Y coordinate.
This should be done in variable operatiosn right?
Well there are many functions there like operation, and i don't know which one i have to set.
Sorry for this dumb questions, but i'm just trying to learn how to work with it.
Please help :P
Take a look at the tutorial Kazesui posted; that's a different way to do it from what I suggested but should work just as well.
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