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TRANSFER FUNCTION

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I've been trying to use the rightclick->transfer event on VX Ace to create a transfer when a player steps on a tile... Is it possible to activate this only if the player came from a specific direction? For example, it will only activate if the player came from the left side of the tile, and will not if he came from other sides.
Yeah, just insert Conditional Branch -> 3rd tab -> Character is facing left. :D
Okay, so another transfer event... umm... This time, the player can interact with something to teleport him somewhere he already visited (in that area, he must access an object first before being able to teleport to that area).

Is that also possible through the same method, or is it going to be scripting? How can I accomplish this?
Do you mean, like touching an ancient statue and it teleports them, or putting an orb in a statue to make it teleport? Both are a little different from the previous.

Touching something/interacting with something
Depending on if the item in question (we'll refer to it as a statue for ease of reading) is set to the same level as the hero (basically a teleporter pad - below hero - versus a statue - same level as hero) then create a new event on the map where you want the teleportation item to be. (Double-click on the spot to open the event creation.)
Then choose the graphic for the item in the small box (you can choose any sprites or tiles that are from that maps tileset) then choose the priority. If it's something your hero will walk on, like a pad, then make it below hero. If it's a statue to interact with, set it to same as hero.
For the statue, set the trigger to action button if it isn't already. For the pad, set it to either action button or hero touch, depending on whether you want the hero to have it happen on touch or on interaction (pressing the confirmation button).
Then in the white area on the right you'll add your commands. Double-click on an unused part of that page (usually where the @> is) to bring up the commands. If you're not sure of what they each do, I recommend later making a new project to mess about with and find out by using them all and seeing.
On the first page of the commend list is a one called Show Choices. Here you can put a simple 'Yes/No/Maybe/Whatever dood!' choice - you can change the choices as you wish, too, and add more or less.
When you click OK, there will be what is called a fork. It will basically have 'code' in each part that changes depending on what choice you make. In the space between the Yes and No fork, double click. Go to the second command page and click on the 'Transfer Player' command. This is your basic teleport, and you can choose where on any map you want to teleport to.
Of course, you can add messages and other stuff to the event if you like.

Using item on something - Way #1 - Switch
There are a few ways to do this. One is by using switches. Another is by checking for an item and the last is another way of checking for a Key Item.
Create your statue using the information in the above instruction. Now, you want to check to see if you have the item necessary. In this case the item might not actually be a real item, but a switch that tells the game you have the item.
At the area where you get the item needed (an orb for ease, in this case) make the item-giving event turn on a numbered switch (not a self-switch) and name it something like 'Orb Get'.
Now, to the statue, add a command called a Conditional Branch. This basically will check if certain things in the game have changed and are well worth exploring and getting to know. In that command, make it check if the switch you turned on is On.
In the If part, put the code you want for if the item has been gotten.
In the Else part (if it's there. You have to tick the box at the bottom of the Conditional Branch command box) put the code you want for if the party doesn't have the item.

Using item on something - Way #1 - Checking A
On the left side of an event is a small box called Item. When ticked, it will give you a drop-down list of the items in the database.
Make an event with two pages. Both set to the same graphic, Priority and Trigger. On the second page, add a tick to the item box and choose the item necessary to trigger the event - if you have that item it will change what the event does.
Then put the different code - the teleporting code - into that page.
Make sure that the page with the item check is the biggest number. In RPGMaker, event pages trigger the largest number first. In this case it will trigger that page first if it didn't have the item trigger. If they're back to front and the not-item page is the largest number, even if you have the item it will jump to that page instead of the item one.

Using item on something - Way #1 - Checking B
Create your event as you would if you were making a switch version (check above) but instead of making the Conditional Branch set to when a switch is on, make it check if an item is in your pack. The only issue with this is if you have more than one of that particular item, it will trigger each time.



I highly recommend making another project and just fiddling with everything so you get an idea of what it all does. Also, check out the help file included with the program as it's got a lot of information in there, too. And lastly, if you're unsure of what something does in the Database, hover over the name of the part and a pop-up will show you some information on it.
That's actually.... Awesome. Although would it be possible to rstrict the choices to areas already explored? I think the challenge is determining when a floor is reached or if the statue on that area is accessed.
There's a plug and play script that allows you to have more than 4 choices. If you have that you can have a whole list of choices.

You could use a series of Choice Commands inside of Conditional Branches. Have a numbered switch for each activation. Then have a series of Conditional branches checking to see if a certain switch is on. You want it to go backwards so if you have a total of 10 places, using switches 10-20 you'd have something like this:

IF 20 is ON
Full choice List
ELSE
IF 19 is ON
> 19 Location List
ELSE
IF 18... and so on
END
END
Am I correct in assuming that the switches would be made as a common event?
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