[RMMV] NEWBIE NEEDS PRACTICAL HELP (SWITCHES VARIABLES?)
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i keep watching tutorials but cant understand practically. when i try, something always fails. if someone can help a newbie, i just needed this example set to understand better: https://gyazo.com/04562e2ddc83d4eb530d5f0ca15f044d
*each door teleports the player to another room,
but he doesnt show near a door after teleported)*
Room 1 (has door that teleports player to room 2)
Room 2 - (when player enters this room, a timer starts. when timer ends, player gets
teleported back to room 1. *always happens when player enters room 2*)
also, room 2 has a button. when player clicks it, a door appears (door that
teleports player to room 3)This means the player must click the button and enter the
door to room 3 before timer reaches 0, else he gets teleported back to room 1.
room 3 - (has a door that teleports player back to room 2)
*when player gets teleported to room 2 (from room 1 or room 3), the button must start off,
(so the door to room 3 isnt appearing yet), and the timer must start*
the timer count must only appear when player is in room 2
Divinity
*each door teleports the player to another room,
but he doesnt show near a door after teleported)*
I don't even know how to answer this. When you set up a transfer, you are given a map of the area you are transferring to. You can change this to any map you like. You then point on the map with your mouse and click where you want the transfer to go. If you don't do this, the program will literally not let you leave the window until you pick a spot or cancel. This means that if your character isn't transferring near a door, it's because you literally pointed and clicked a spot that wasn't near the door.
Room 1 (has door that teleports player to room 2)
Room 2 - (when player enters this room, a timer starts. when timer ends, player gets
teleported back to room 1. *always happens when player enters room 2*)
also, room 2 has a button. when player clicks it, a door appears (door that
teleports player to room 3)This means the player must click the button and enter the
door to room 3 before timer reaches 0, else he gets teleported back to room
1.
You seriously need to clarify, here. It sounds like you're just describing what you've set up here. Is there a problem? Is there something that isn't working right? You haven't said.
room 3 - (has a door that teleports player back to room 2)
*when player gets teleported to room 2 (from room 1 or room 3), the button must start off,
(so the door to room 3 isnt appearing yet), and the timer must start*
the timer count must only appear when player is in room 2
The button's easy enough to deal with. On the button event, set up an event with two pages. The first page is the button in the off position. The second page is the button in the on position. Set it to player touch. In the command window, create a command switch. Name it. It just needs to turn on and off, so set it to turn on. On the second page, under conditions, tick the box for the switch, and select the switch you set up for that button. That event is done. For each transfer that leads into the room, in the transfer event, add (prior to the transfer command) a switch command that turns the button switch off.
thats the 3 maps i wanted to do (blue parts are easy, red part (room 2) has more details
basically what i was looking for was a helping soul that could tell me what to do (maybe in a 5 min video, since what i asked can be done RLY FAST), or in text
im having trouble with resets (button and timer), after you go to room 3 and getting back to 2
basically what i was looking for was a helping soul that could tell me what to do (maybe in a 5 min video, since what i asked can be done RLY FAST), or in text
im having trouble with resets (button and timer), after you go to room 3 and getting back to 2
The trouble you're having is in Room2? So, whenever a player enters that room, a timer is set to... something, then starts to count down. Players are allowed to do stuff during that time, so, that sounds like a parallel process. As part of that process, I'm thinking you could use a Wait command, or a number of them, equal to whatever the timer was set for. The Wait command probably counts frames, and there's 60 frames per second. Keep that in mind when setting up the Waits.
I believe you want the teleport to Room1 to occur after the timer expires. I think this could happen after the Wait-commands are done. As for the switch to Room3, you can probably turn it off the beginning of the parallel process above. I'm kinda thinking it might behoove you to stop/reset the timer when teleporting out (regardless of how the player leaves), but, it might not be necessary. Then again, playtesting to see how it all works out is heavily, heavily encouraged.
*Edit: I... hope this of at least some help?
I believe you want the teleport to Room1 to occur after the timer expires. I think this could happen after the Wait-commands are done. As for the switch to Room3, you can probably turn it off the beginning of the parallel process above. I'm kinda thinking it might behoove you to stop/reset the timer when teleporting out (regardless of how the player leaves), but, it might not be necessary. Then again, playtesting to see how it all works out is heavily, heavily encouraged.
*Edit: I... hope this of at least some help?
ty all that tried to help
ill ask something else to avoid start another thread
1- https://gyazo.com/a5abf112cb51f237eebfbaf6ff0ec749
i have this, i want event to jump 3 to right, then walk 1 left and jump 2 left (to end in same location), BUT all event does is jump 3 right, then walk 1 left, and jump 2 right..i cant make it jump left :o (?)
2- what can i do to stop player from moving for X time (player movement is turned off, if he uses arrows, its useless)?
ty
ill ask something else to avoid start another thread
1- https://gyazo.com/a5abf112cb51f237eebfbaf6ff0ec749
i have this, i want event to jump 3 to right, then walk 1 left and jump 2 left (to end in same location), BUT all event does is jump 3 right, then walk 1 left, and jump 2 right..i cant make it jump left :o (?)
2- what can i do to stop player from moving for X time (player movement is turned off, if he uses arrows, its useless)?
ty
1) The last Jump command has two parameters passed to it. That should be both X and Y movement, in theory. To make it just jump 2 tiles to the left, I think the X movement needs to be -2, with no Y movement. Also, if it helps, rememeber that (0,0) is in the upper-left hand side of the screen. So, as X goes down, that's further to the left of the screen, and as Y goes down, that's further to the top of the screen.
2) There's a number of ways to do this. Though, the most common ways are based on how the event is triggered. Events that trigger by having the player press the action button tend to not respond to movement actions, outside of a show choice, message-boxes, and things like that. Events that are "autorun" work similarly to a parallel process, but disallow player interaction in the same vein as an event triggered by an action button.
...if that makes any sense.
*Edit: Though, in respect to #2, my guess is that an autorun would be the preference. It could be done via a basic "Wait" command (or string thereof), then flipping a switch (self-switch?) afterwards. Page 2 would need to have that switch you flipped as a prerequisite so that the event doesn't infinitely repeat itself, and make the game seem to crash.
2) There's a number of ways to do this. Though, the most common ways are based on how the event is triggered. Events that trigger by having the player press the action button tend to not respond to movement actions, outside of a show choice, message-boxes, and things like that. Events that are "autorun" work similarly to a parallel process, but disallow player interaction in the same vein as an event triggered by an action button.
...if that makes any sense.
*Edit: Though, in respect to #2, my guess is that an autorun would be the preference. It could be done via a basic "Wait" command (or string thereof), then flipping a switch (self-switch?) afterwards. Page 2 would need to have that switch you flipped as a prerequisite so that the event doesn't infinitely repeat itself, and make the game seem to crash.
I have a very basic video tutorial on basic events using the autorun command. VX Ace and MV have similar commands. (It looks like your having control switch problems.)
https://rpgmaker.net/tutorials/1034/
I might recommend asking to play an unencypted game so you can see how events work and you can copy them.
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