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PLEASE: RMVX SHORT RANGE TEMEPORT NEEDED!

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I would need a simple way to make a short range teleport, some sort of blink. The idea is it that ONE particular character (and you can only do that teleport if you have that character in the party) has the ability to blink over small bodies of water. So by pressing the A button the character would just be teleported two steps ahead of the direction he is looking at, IF there is a tile over there we he can step on, so no X tiles, just O tiles.

the important part is that this works with one CLASS only and with the A button.

thanx!
Use a parallel process for this.
- Use a region ID to denote the areas you can blink.
- Use a conditional branch to check if the correct button is pressed.
- If you're allowing class changes, check to see if each character is set to that particular class instead. If it's just based on one character, make the whole event conditional on their being in the party.
- within this branch put another conditional branch to check if you're on the right region ID. (Use the script part of the conditional branch - last page - and put this snippet in: $game_player.region_id==63
Change the '63' to the same region number you're using.
- When the branch is true, make a move event that changes the hero speed to highest, makes the graphic blank and two '1 step forward'. Then change the graphic back, move the speed to normal and make sure it's set to 'Skip if cannot move'.

You can add a battle animation before the move event, too, if you wish.
edit:
works so far BUT the problem is if i do it with step forward i cant cross water and if I do it with jump i can jump into walls... any ideas?
Use a 'Through Hero On/Off' before and after the step forward. It will allow you to phase over tiles. The thing is, make sure you set up your map with the regions so that they can't get stuck in walls by using the ability.
i tried that, but then he can ALWAYS walk over water and end up in the middle of the ocean. you can always escape from the ocean but thats not the point. is there a command that says: recognize on which tile one is, if on water followed by land pas, if not then stop?
Is there Terrain IDs in VX? You would need to track the hero's coordinates in variables. You would also track the Terrain ID in a variable. You would use some code to find out what is under the hero and what is in front of the hero.

I only know how to do that that in 2k3.
there are tile IDs but i have no idea how to code that and that still would only help if th e script checks what tile it is TWO tiles ahead, not one tile ahead as you are supposed to blink over that one tile to the next. or jump or whatever, just get over it!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
No script needed, and no terrain tags needed. You'll need an invisible event, marked by default as Pass Through, on every map. To simplify things, it would be helpful if the event had the same ID on every map. Easiest way to do this is to always paste the event down in a new map before you do anything else; then it'll always be event #1.

Then you need a parallel process that detects when the player presses A.

Any time you detect that the player presses A:
- Move an invisible event to the hero's location
- Detect which direction the hero is facing
- Turn Through ON for the invisible event
- Have the event face that direction and move two tiles forward
- Record which way the event is facing in a variable
- Turn Through OFF for the invisible event
- Have the event face the player (check the box that says "ignore if movement is impossible")
- Record the new direction that the event is now facing in a second variable
- If the event is stuck inside a wall/ocean, it will have failed to turn around and the direction it's facing will be the same in both variables. This means you shouldn't allow the player to teleport forward to that spot. However, if the event landed on walkable ground, it will have successfully turned around to face the player, and the two variables will be different. So if the variables are different, this means the player can safely teleport to the spot where the event landed.

As a note, this will allow the player to cross ANY one-tile-wide barrier. That seems to be what you want, though. If it's not, you'll need to use terrain tags to also detect the edges of water, or else just put an event at every spot in the game that can be teleported across.
thanx, i'll try that. i have most of that already set up as common event anyway so i suppose I SHOULD be able to get it done :)

thanx again :)

edit: WORKS! I had to do a small workaround as it turns out that the character CAN in fact turn even in solid BUT i had the character move up and down instead of turning and compared his XY to player XY and if its the same it teleports.

works like a charm, thank you VERY much :)
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