CAUSE TILE TO CHANGE WHEN HERO IN NEAR PROXIMITY? [RM2K3]
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Note: Using RM2k3
I want to create a 3x3 square of tiles such that if the hero steps on any of them, the tile in the center will change (a city will appear). This change is permanent and only needs to happen once regardless of which square is stepped on.
Is it possible to achieve this?
I want to create a 3x3 square of tiles such that if the hero steps on any of them, the tile in the center will change (a city will appear). This change is permanent and only needs to happen once regardless of which square is stepped on.
Is it possible to achieve this?
I could be wrong but I would say make an event on each tile and use tile substitution to change them how you want with the precondition switch 001(just for example). Now outside this 3x3 area surround it with events that activate on touch by hero and turn switch 001 on. I think that should work
For something as simple as this, you should make an event that triggers what you want then copy it to every space you want it on. You would turn on a switch and the event in the middle will have a page 2 with the town graphic and code in it.
For a larger space, you could use this tutorial http://rpgmaker.net/tutorials/16/ to make a detection radius. It creates a circle of tiles that when you step on, you can trigger something. Having this kind of thing in your game could be used for many things.
For a larger space, you could use this tutorial http://rpgmaker.net/tutorials/16/ to make a detection radius. It creates a circle of tiles that when you step on, you can trigger something. Having this kind of thing in your game could be used for many things.
Link, that might be good for LOS, but for something fixed (don't enter this area or you get zapped, or maybe an automatic door), it's easier just to do it by range.
For 3x3 fixed tiles (a zone), easiest method is the following:
(parallel)
If variable HeroX >= number & HeroX <= another number
If variable HeroY >= number & HeroY <= another number
(Once the switch is on, do the city thing and block the event, something like if a switch is On erase the event)
Some Switch ON
End Event
Plus a parallel process that does Hero X/Y set, and End Event Processing to delag.
(Erase this too if the switch is on)
Now, if it's a unfixed tile, centered around a person, yes, probably do the radius instead.
Also, regarding fixed tiles, you can do something like this.
If HeroY = 70
If HeroX = 41
Switch ON
End
If HeroY = 71
If HeroX >= 48 & HeroX <= 50
Switch ON
End
If HeroY = 72
If HeroX >= 47 & HeroX <= 51
Switch ON
End
Yay, you created a triangle.
For 3x3 fixed tiles (a zone), easiest method is the following:
(parallel)
If variable HeroX >= number & HeroX <= another number
If variable HeroY >= number & HeroY <= another number
(Once the switch is on, do the city thing and block the event, something like if a switch is On erase the event)
Some Switch ON
End Event
Plus a parallel process that does Hero X/Y set, and End Event Processing to delag.
(Erase this too if the switch is on)
Now, if it's a unfixed tile, centered around a person, yes, probably do the radius instead.
Also, regarding fixed tiles, you can do something like this.
If HeroY = 70
If HeroX = 41
Switch ON
End
If HeroY = 71
If HeroX >= 48 & HeroX <= 50
Switch ON
End
If HeroY = 72
If HeroX >= 47 & HeroX <= 51
Switch ON
End
Yay, you created a triangle.
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