[RMVX ACE] [RMVX] SHOOTING PROJECTILE
Posts
Pages:
1
Hi There
Try make a Enemy Projectile not by moving character, more like a statue
shooting a fireball also take damage by the fireball.
I know lot Projectile tutorial out there but most are involved scripting
I want use conditional branch and events only.
Try make a Enemy Projectile not by moving character, more like a statue
shooting a fireball also take damage by the fireball.
I know lot Projectile tutorial out there but most are involved scripting
I want use conditional branch and events only.
Maybe try a custom move-route for the projectile? Like, have it go out, maybe 5 tiles (or what-have you), and then change the graphic to !Other1 (or wherever that flame pillar is), let that animate for a bit, then change the graphic again to blank. Wait for X frames (30?), reset the graphic to the fireball, and repeat! Though, this is all theoretical, to be honest.
As for the event trigger for the damage part, I imagine it would be Hero Touch, or maybe Event Touch. It probably should have the "through" flag as well.
*Edit: The one drawback I can see from this is that there's no process when the player gets hit as far as ending the move-route early. It's a pretty hack/lazy solution, I guess.
As for the event trigger for the damage part, I imagine it would be Hero Touch, or maybe Event Touch. It probably should have the "through" flag as well.
*Edit: The one drawback I can see from this is that there's no process when the player gets hit as far as ending the move-route early. It's a pretty hack/lazy solution, I guess.
Turn on a control switch, set move path, Turn off control switch,
Set event location. (Or something like that.)
If the X/Y of event it = to player -HP / show animation.
Well, I guess it could be done with a Parellel Process? The move-route probably still has to have a range of whatever-number-of-tiles, but, there's a handy check box labeled "stop if cannot move", or whatever it's called. You make sure that's enabled, and after the move-route, store, and check, the X and Y coordinates of both the event and the player-character. If they are the same, then the player (party?) takes damage. Either way, the event location would have to be reset to it's original spawning point at the end.
I'm going off the top of my head here, though, so, I could have a few facts wrong.
I'm going off the top of my head here, though, so, I could have a few facts wrong.
Pages:
1















