[RMMV] XENOMIC'S QUESTION THREAD!

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This thread will just be for whenever I need to ask a question. I hope that is fine to just have a single thread for that? ^^;;

So, as per the usual, I wanted to have in-battle portraits. Otherwise, it just wouldn't feel right to me. So I did a little digging around, and found a couple plugins. One by Mr. Trivel, another by Michael Dionne. The first one by Mr. Trivel seems good, but hides the face too much:




The second is good, but it has...glaring issues.



This being entering the battle, whereas it...apparently doesn't work correctly with the 4th party member?



And then this when you pick a skill that would target your own party, such as a single target heal, where the window kinda...bugs??

So, two questions:

1) Which of these two looks nicer, and which is easier to fix up? I think the second one looks nicer as you can see the portraits clearer than in the first, and the window seems nice to have as well?? But how to fix it so it's not that...buggy??

2) Are there any other nice looking (and working) in-battle portrait plugins that'd be good to use??

Appreciate the help!! And apologize if I ask a lot of questions!!

(P.S. Don't mind the giant Fauna enemy sprite...that's a happy little accident lol)
Ok, I got the first one working, thanks to Locke's help. However, it seems that if I try to use that plugin with the YEP BattleEngineCore Plugin, it does the same thing as the last image (i.e. the portraits aren't lined up, and it duplicates stuff). It feels like that plugin would be REALLY nice to use, but um....I can't use it with the portrait plugin. Anyone willing to help figure out how to solve the issue?

Image to show how it is with both plugins:



EDIT - Nvm, seems that it's the ORDER of the plugins that mattered. I put the portrait one at the very bottom of the list, and now it works fine. Weird.
So question! Is there possibly a way, with or without plugins, to make a skill that affects accuracy of a skill the lower the user's HP is? I'm thinking of having a skill that does damage to one enemy equal to the user's Max HP, but it has low accuracy at 100% HP. The lower the user's HP, the more accuracy it gains. I was thinking of trying this in the Notes section, but not sure how to go about doing this (of note, the user only has 4500 HP at level 99, so I may adjust the damage to be more, since this character is the one with the lowest HP out of the 8 playable characters).
Marrend
Guardian of the Description Thread
21781
A note tag is probably how I'd do something like this, but, yeah, I feel this effect would largely exist in the realm of of plugins. I want to go as far as say that the function affect would be within the context of Game_ActionResult, but, this is entirely off the top of my head.
Yeah, I was trying to think of how it would be done via Notes as I've done other things in there that way, but I've no idea how it would be yet lol.
So a question for ye: DTB (aka Dragon Quest style or FFI/FFII), ATB (aka Final Fantasy series such as VI and VII), or CTB (aka FFX style)? Which do you prefer?

https://strawpoll.com/mpnboB8xJg5

Poll for those that are willing to let me know!

Also still haven't figured out how exactly to do the accuracy thing. Was also trying to get Counters working with Yanfly's Counter plugin, but that thing is weird and I don't really understand it lol. Tried to make it so that Counter activates against physical skills only (there was going to be Magic Counter and Evade & Counter too), but Counter activates against everything (also if I did just Counter Skill instead of Counter Skills, it would double counter in the same attack??).

And new question!! Using plugins and whatnot, what's the way of making it so that you can store how much HP each party member is healed by, and then later use that to do a damaging attack that resets the damage after using it?
KrimsonKatt
Gamedev by sunlight, magical girl by moonlight
3326
author=Xenomic
So a question for ye: DTB (aka Dragon Quest style or FFI/FFII), ATB (aka Final Fantasy series such as VI and VII), or CTB (aka FFX style)? Which do you prefer?

https://strawpoll.com/mpnboB8xJg5

Poll for those that are willing to let me know!

Also still haven't figured out how exactly to do the accuracy thing. Was also trying to get Counters working with Yanfly's Counter plugin, but that thing is weird and I don't really understand it lol. Tried to make it so that Counter activates against physical skills only (there was going to be Magic Counter and Evade & Counter too), but Counter activates against everything (also if I did just Counter Skill instead of Counter Skills, it would double counter in the same attack??).

And new question!! Using plugins and whatnot, what's the way of making it so that you can store how much HP each party member is healed by, and then later use that to do a damaging attack that resets the damage after using it?

I strongly prefer CTB. ATB is too hard to balance around and DTP is too boring and simplistic. Along with that, JUST having CTP is also too boring and not engaging enough for an RPG battle system. For the gameplay to be interesting with no unique mechanics you either need to make the game VERY tough or introduce some other mechanic, usually some sort of system to allow for extra turns. The games that have accomplished this goal the best are the Shin Megami Tensei series and their "press turn" system and Octopath Traveler and their "Boost/Break" system. Both are good in their own right, though press turn is more simple but more challenging while Boost/Break is more complex but less challenging. But both battle systems are pretty easy to balance around and make an engaging turn based experience out of and are easy to learn but hard to master. The quintessential turn based RPG battle systems IMO.

For both the accuracy and the "healing attack" thing you will need to do a bit of scripting using Yanfly's "lunatic code." First you will need the "base parameter control" plugin as well as Core Engine, Battle Engine Core, and Action Sequences 1-3. Then, you need to create a state called "HIT Control". In the state's notetag, you must insert this code:
<Custom hit Formula>
value = x + 100 - (100 * (hp / mhp));
</Custom hit Formula>
X is the base hit rate you want for your skill, aka the hit rate if you're at 100% HP. Then in the actual skill you make an action sequence. At the beginning of the action sequence you add the "HIT Control" state, and at the end of the action sequence you remove it so that the state only applies when the accuracy effecting skill is in use.

For the HP thing, you can try using this tips and tricks from Yanfly, which is for the bide status from Pokemon: http://www.yanfly.moe/wiki/Bide_(MV_Plugin_Tips_%26_Tricks)

How bide works is that a battler enters a state where they take in incoming damage. This damage is stored as a value and then released onto the enemy once the state expires. Here is the code for the bide state:
<Custom Apply Effect>
// Upon applying Bide, set the Bide damage to 0.
user._bide = 0;
</Custom Apply Effect>

<Custom Respond Effect>
// Check if the target took any HP damage.
if (target.result().hpDamage > 0) {
// If the target did, raise the Bide damage by the HP damage taken.
target._bide += target.result().hpDamage;
}
</Custom Respond Effect>

<Custom Remove Effect>
// Check if the party is in battle.
if ($gameParty.inBattle()) {
// Play animation 97 on the user.
user.startAnimation(97);
// Calculate the damage. The damage dealt is equal to 2x Bide damage.
var damage = Math.ceil(user._bide * 2);
// Get the group of alive enemies.
var enemies = user.opponentsUnit().aliveMembers();
// Loop through each of the enemies.
for (var i = 0; i < enemies.length; ++i) {
// Get the enemy.
var enemy = enemies[i];
// Play animation 107 on the enemy.
enemy.startAnimation(107);
// Make the enemy take damage.
enemy.gainHp(-damage);
// Prompt the enemy's damage popup.
enemy.startDamagePopup();
// Clear the results of the enemy taking damage.
enemy.clearResult();
// Check if the enemy is dead.
if (enemy.isDead()) {
// If the enemy is dead, make it collapse.
enemy.performCollapse();
}
}
// Reset the Bide damage value.
user._bide = 0;

} // Check if the party is in battle.
</Custom Remove Effect>

You just need to edit this code a bit to track healing rather than damage.
<Custom Apply Effect>
// Upon applying Bide, set the Bide healing to 0.
user._bide = 0;
</Custom Apply Effect>

<Custom Respond Effect>
// Check if the target healed any HP.
if (target.result().heal > 0) {
// If the target did, raise the Bide damage by the amount of HP healed.
target._bide += target.result().heal;
}
</Custom Respond Effect>

<Custom Remove Effect>
// Check if the party is in battle.
if ($gameParty.inBattle()) {
// Play animation 97 on the user.
user.startAnimation(97);
// Calculate the healing. The damage dealt is equal to Bide healing x0.5.
var healing = Math.ceil(user._bide * 0.5);
// Get the group of alive enemies.
var enemies = user.opponentsUnit().aliveMembers();
// Loop through each of the enemies.
for (var i = 0; i < enemies.length; ++i) {
// Get the enemy.
var enemy = enemies[i];
// Play animation 107 on the enemy.
enemy.startAnimation(107);
// Make the enemy take damage.
enemy.gainHp(-damage);
// Prompt the enemy's damage popup.
enemy.startDamagePopup();
// Clear the results of the enemy taking damage.
enemy.clearResult();
// Check if the enemy is dead.
if (enemy.isDead()) {
// If the enemy is dead, make it collapse.
enemy.performCollapse();
}
}
// Reset the Bide healing value.
user._bide = 0;

} // Check if the party is in battle.
</Custom Remove Effect>

Hope this helped!
Much obliged for the help. I ended up dummying the move outright since I couldn't figure the ability out, but that coding might be useful for other ideas in the game~

Since I'm here, I have a couple more involved questions.

1) Summons. So, the idea I have is that you can equip summons (called Collabs in this game) to each character. Each Collab gives a set of bonuses, for example:

Imbue Element: N/A
Element Resist: Darkness (50%)
Element Weakness: Light (100%)
Imbue Status: N/A
Status Resist: N/A
Stats: -40 ATK, 20 MAG, 80 Max MP
Additional: 20% chance for magic attacks to do extra damage, up to 5 hits, Encounter Half

This is what one Collab gives. You can only equip them to one character at a time (i.e. you cannot equip this Collab to any other unit), which works nicely for the passives and such...however, I WOULD like to make them, ya know, Summons. And the method of which I think would help is to do it via like a Limit Break. I know there's a way to do Limit Breaks, and I'm probably going to go that route (every character has: their own Limit, potential Limits with other playable characters, and then the Collab Limit which may or may not vary depending on who has what (taking Fauna as an example, her default Limit would be Let Me Stay Here (and later she'd get Wrath of Nature), some limits she might have with others, if they have a full Limit as well, like say...Bijou, would be Agent 4'7" (it would take both characters with full Limit to use it, and I'd like to make it take up both of their turns, if I can with the CTB system), and then the Collab summon ability). I was trying to set it up so that when you equip a Collab, it gives the character the Collab menu (which I may not use) and then add the summon that way, but then everyone would get access to that. I could potentially have 8 different versions of the same summon and command, but that feels unnecessary and I feel like I could probably code around it??

2) Upgrading ability system. This one is more involved, but I was thinking of having a system where you can slot points into abilities and/or passives, which you gain X points after every level up, so you'd be limited on points. You can remove the points so that you can reslot it into anything else, but as an example, you could slot points into Fauna's Feel Better Beam (normally heals one ally's HP equal to 25% of their Max HP), which you could upgrade the healing potential (50% > 75% > 100%, but increases MP cost obviously), could reduce MP cost, or potentially add other effects (for example with Feel Better Beam, maybe it heals some status ailments on top of the HP heal, or maybe it heals a little MP?). How viable would a system like that be to do in this engine? I have all the skills already set up, so it's just a matter of figuring out how to do the coding for this.

If anyone could help with either of these, that'd be great!! Both are big parts of the game that I'd like to work on, and I feel it'd make strategies more interesting in the game too!
Marrend
Guardian of the Description Thread
21781
I'm having a very hard time parsing what you're saying about Collabs/Summons, but, some of what I can parse sounds strangely familiar to Unites in this game.

So, with that system, very specific characters have to be in the party for the "Unite" spell category to even show up, not to mention adding the appropriate skill those characters have access to. Skipping over inputs for characters involved in an "active" Unite was a thing I looked into, and succeeded in. However, I also had the benefit of leaving the combat in a standard turn based system, rather than use an active turn based system. It wasn't a small bit of hell to get everything to work the way it should, but, it did. Though, saying that, I never want to have to do that again, nor would want anybody to go through what I did.
Mmmm...lemme try to explain more. It might be more akin to say...Espers in FFVI??

Basically, here's how it works:

*You do a Showdown to fight said Collab (optional fights, you don't get a single one through the main story).
*After defeating the Collab, you get them as a piece of equipment (the shield slot is renamed Collab. There's no Armor, Helmets, or Shields in this game, just Weapons, Collabs, and Accessories). You only get 1 copy of any Collab in the game, an there's I believe 20 of them in the game you can get.
*Equipping them confers various stat boosts/penalties and unique passives.
*Equipping them is what would allow the user to summon them during battle (not as a MP cost, but as part of the Limit gauge cost, to keep it more balanced and so you don't just spam them continuously. I guess I COULD make them a once per battle thing, or a X cooldown type skill (which there's a plug-in for...). Only the user can summon their Collab, nobody else can.

Does that help explain it? Reading what I saw about Unite in your game (also, what happened to your YT channel? It's gone? D: ), that does sound like how I'd want to do Limits (and only Limits). I don't know if I'd do that with Collabs or not, that does sound like extra work, but there is one very specific Collab that I WOULD do that with, if only because it's only fitting (but requires not only to be equipped on one of 4 specific characters, but all 4 characters must be in the same battle and must all have full Limit to do it). Otherwise, the Unite mechanic would be between very specific characters and very specific Collabs (if they had those Collabs equipped).

So, with that said (and hopefully explained better), would that still be hell? I am using Yanfly's CTB system for this game (I polled people about the DTB/ATB/CTB system and most, including myself, said CTB, though some said DTB too. Hardly anyone said ATB), so don't know if that'd be helpful or not.
Marrend
Guardian of the Description Thread
21781
I... never had a YouTube channel?

Anyway, from the outlined qualifications, for Collabs in a general sense, it sounds like a lot more doable than Unites. Since you're using MV, you should have access to skills that cost TP. TP isn't exactly the same thing as a limit gauge, since it's qualities tend more toward how IP is generated and used in Lufia 2 - Rise of the Sinistrals. Still, it could be reworked into a conceptual Limit Gauge if need be. I also don't see a problem with attaching a Collab skill to it's related equipment. It would likely be included among it's features, along with the passive stat modifiers, elemental resistance modifiers, and state resistance modifiers.

The "very specific Collab", well, yeah, that might be closer to how Unites work, if I understand things correctly. Though, it would have the additional caveat of "the involved characters must have 100/full TP" along with the other factors for it's use needing to be aligned. For what it is worth, concerning Unites in my game, the only requirement for their availability is for the related characters to be in the party. No MP or TP expenditure was required. However, I set a negative SPD modifier to the skills in a possibly feeble attempt to represent the characters getting in sync. Even if it wasn't for the additional caveat you're asking for, it's a risk, as having any involved character fall unconscious before the skill gets pulled off means... it won't be pulled of. The payoff might be worth it, though, as Unite skills literally combine the ATK of all involved characters as part of the damage formula.
Huh. Odd, when I clicked the link you put, the vid wasn't there because it said the YT channel was terminated lol. Maybe I just assumed it was yours for some reason. ^^;

Yeah, that's how Limits were handled from the plugin/method I saw was through TP (I don't use TP at all, so I can use it for that. I don't know how MV handles TP in general, so I'd have to really look at that more). Does adding the skill to the specified character only allow them to use that skill if everyone had a Collab command (so if everyone had at least 1 Collab on, they'd all have access to the Collab command)? The reason I'm tying it into the Limit system is so if you have enough for both a Limit or the Collab, the player would have to choose which would be better for the situation (even moreso if they have effectively dual Limits with other player characters. There are only 8 characters in this game, mind you. It's not as silly as Touhou Fantasy's 20-30 some playable characters lol...).

As for the very specific Collab, that one has a normal one if the requirements aren't meant, and the special if it is, and that one is an endgame superboss. Would this mechanic also apply to party-unique team Limits?
Marrend
Guardian of the Description Thread
21781
author=Xenomic
Huh. Odd, when I clicked the link you put, the vid wasn't there because it said the YT channel was terminated lol. Maybe I just assumed it was yours for some reason. ^^;

What are you even talking about? I linked to a gamepage.

Does adding the skill to the specified character only allow them to use that skill if everyone had a Collab command (so if everyone had at least 1 Collab on, they'd all have access to the Collab command)? The reason I'm tying it into the Limit system is so if you have enough for both a Limit or the Collab, the player would have to choose which would be better for the situation (even moreso if they have effectively dual Limits with other player characters.

With Unites, I absolutely used a function call to add both the "Unite" skill category, and relevant skill, to each of the involved members when a Unite's conditions were fulfilled. This was to allow for flexibility on the player's end. Of course, I also had to make sure that the Unite-related objects were taken away when their conditions were no longer met, which was probably it's own function call.

The most infuriating part, though, was, the debugging process. Ensuring that the action input skipped over involved actors when a Unite skill was on the stack, and also making sure the cancel button would skip over actors that were involved in a Unite, but also-also detecting it wasn't the initial actor that put the Unite on the stack, and to proceed with the action selection cancellation as normal?

Bleh. My head aches already.

As for the very specific Collab, that one has a normal one if the requirements aren't meant, and the special if it is, and that one is an endgame superboss. Would this mechanic also apply to party-unique team Limits?

The idea that now comes to mind regarding a party-wide Limit Break is an idea I borrowed/stole from Suikoden 4 in regards to Baclyae Revolution. So, there's a menu in combat that has "Fight" and "Run" as possible options. I inserted a command between them called "Rush", which is only available if your party is full, and you have at least 60 of an in-battle-only resource to spend. You start the game with 0, and generate 1 per turn, and also generate 10 with each victory. The execution of Rush was a bit simpler, because the actual party makeup doesn't technically matter. I still needed to loop through the party members to add their ATK together for the damage formula, of course. The Rush skill also had a super-high SPD modifier (+2000?), so it acts first, and also effectively applied an invisible stun state on the enemy party so enemies don't act on the turn you use it. The purpose of doing that was to emulate Suikoden 4 as much as possible in this regard, but, I thought sharing this tidbit might be of interest.
Yeah, the gamepage had a vid in a blog from you from 2019. I dunno, just something I noticed lol.

Debugging does sound pretty aggravating with that. I was afraid I'd have to make like 8 copies of every summon ability and 8 copies of every "Collab" command to do this like it was way back in 2k3 lol. Would you recommend this route at all for what I have planned or something else entirely? This was just my main idea for the Summon system, after all.

Hmm...wonder if that idea would work with party-unique team Limits. One such party-unique team involves one party of 4 very specific characters, and they'd be the only one with a 4-team Limit. Everyone else would mostly be 2 characters needed with full Limit to perform the dual Limits at all. I don't know if the Action Time matters in CTB or not, it's hard to tell. Still experimenting with things with that.


EDIT - Also just thought of this, but I do have a vid that showcases all the abilities I currently have made (this was before fixing bugs with the ones in the vid that weren't working). Is there a place I can share that at all??
KrimsonKatt
Gamedev by sunlight, magical girl by moonlight
3326
author=Xenomic
Much obliged for the help. I ended up dummying the move outright since I couldn't figure the ability out, but that coding might be useful for other ideas in the game~

Since I'm here, I have a couple more involved questions.

1) Summons. So, the idea I have is that you can equip summons (called Collabs in this game) to each character. Each Collab gives a set of bonuses, for example:

Imbue Element: N/A
Element Resist: Darkness (50%)
Element Weakness: Light (100%)
Imbue Status: N/A
Status Resist: N/A
Stats: -40 ATK, 20 MAG, 80 Max MP
Additional: 20% chance for magic attacks to do extra damage, up to 5 hits, Encounter Half

This is what one Collab gives. You can only equip them to one character at a time (i.e. you cannot equip this Collab to any other unit), which works nicely for the passives and such...however, I WOULD like to make them, ya know, Summons. And the method of which I think would help is to do it via like a Limit Break. I know there's a way to do Limit Breaks, and I'm probably going to go that route (every character has: their own Limit, potential Limits with other playable characters, and then the Collab Limit which may or may not vary depending on who has what (taking Fauna as an example, her default Limit would be Let Me Stay Here (and later she'd get Wrath of Nature), some limits she might have with others, if they have a full Limit as well, like say...Bijou, would be Agent 4'7" (it would take both characters with full Limit to use it, and I'd like to make it take up both of their turns, if I can with the CTB system), and then the Collab summon ability). I was trying to set it up so that when you equip a Collab, it gives the character the Collab menu (which I may not use) and then add the summon that way, but then everyone would get access to that. I could potentially have 8 different versions of the same summon and command, but that feels unnecessary and I feel like I could probably code around it??

2) Upgrading ability system. This one is more involved, but I was thinking of having a system where you can slot points into abilities and/or passives, which you gain X points after every level up, so you'd be limited on points. You can remove the points so that you can reslot it into anything else, but as an example, you could slot points into Fauna's Feel Better Beam (normally heals one ally's HP equal to 25% of their Max HP), which you could upgrade the healing potential (50% > 75% > 100%, but increases MP cost obviously), could reduce MP cost, or potentially add other effects (for example with Feel Better Beam, maybe it heals some status ailments on top of the HP heal, or maybe it heals a little MP?). How viable would a system like that be to do in this engine? I have all the skills already set up, so it's just a matter of figuring out how to do the coding for this.

If anyone could help with either of these, that'd be great!! Both are big parts of the game that I'd like to work on, and I feel it'd make strategies more interesting in the game too!


For summons, I know SRD (somerandomdev, previously somerandomdude or sumrdmdde) has a plugin for MV that uses summons. Though, I prefer the summon just being a basic skill and then for the "summon effect" (visuals) I just use Yanfly action sequences. For giving passives when the summon is equipped all you need for that is Yanfly's passive states and in the notetags give that particular summon a passive state that gives the effects you want when that summon is equipped. You can use TP as the summon cost and use Yanfly's TP Core plugin to manipulate how TP is gained. I'm not sure how to gain a skill when an item is equipped and lose it when it's not but there's probably a plugin for it somewhere.

For the "skill point system" there is no way to power up skills though a menu like in Final Fantasy X either in the default engine or through plugins. However Yanfly does have plugins for both MV and MZ which allow skills to "level up" when used enough times or via a script call. When a skill levels up using that plugin the skill gains extra power and features. That plugin might help with what you're trying to do.

But overall you seem to be trying to implement far too many ambitious mechanics into your game for it being only your second project. You should aim for more simple mechanics and not try to do all this crazy scripting stuff with complex moves and systems. There's plenty of interesting skills and passives you can already make with the default engine and a few basic plugins.
Yeah, it's not going to be summoning anyone else to stay in the battle (that sounds like Final Fantasy X's summon, which isn't what I'm aiming for at all). It's still just something you can equip to your character, and it would still give a Summon ability like a normal summon (but instead of costing MP, it'd cost part of the Limit gauge, or the entire Limit gauge, to do to prevent spamming it only). I got the passives set-up for the summons, that part wasn't too hard to figure out (just had to make sure whatever I gave them wasn't going to be TOO broken. Some passives are just states that certain characters can give to the party, but permanent to that party member). I think it's possible to gain/lose a skill via equipment, so I might try that and see.

Ah, so no way to like...temporarily slot points into an ability or whatnot? The thing I was thinking of was moreso like the Magic Stone system in Final Fantasy IX, where you had a limited number of Magic Stones you could use to give passives to your character, but in this case, you could give them passives as well as boosts to skills, but only if you had enough points. If that's not viable, then might have to rethink how I want to handle the skill system.

Heh. If you think these things were ambitious, you should've seen the first game. That one was FAR too ambitious with the mechanics, especially given it was done in RPG Maker 2k3 (I'm sure Marrend and LockeZ both know exactly how that went).

For the record, the previous game took 11 1/2 years to complete, and the playtime is upwards to 70-100 hours. This game is not going to be anywhere near that length of time, nor that involved (previous game had 20 some playable characters, 10 some optional characters, and 20-30 some temporary playable characters, all with their own gimmicks and the like). The current game is split into 7 chapters, but there's a total of 20 dungeons in the main story (1 is revisited), and only a few will be semi-long (the last dungeon is the longest in the game), which is FAR less than what I had in the previous game lol. I am using quite a few of Yanfly's plugins for the skills (really, the only ambitious thing I can think of is the Collab and skill upgrade system. I figured the skill upgrade system might be too hard to do properly, but I really would've liked to be able to do something with it. The Collab I was really hoping could be done at the very least, same with the Limit system).
Say, KrimsonKatt, could you point me to that Yanfly plugin for the skill point system thing? I'm apparently either blind or just can't find it. I found a Skill Cost Mastery, which reduces MP cost of skills the more they're used, but I don't know if that's what you're referring to??
New question for ya'll! So, I have this here image:




Anyone that knows what this is will know what I'm trying for. If not, this is the Great Glacier puzzle from Final Fantasy VII:


24 seconds in for this one. In short, when you jump on one thing, the surrounding things will raise/sink, and if you can't go anywhere, you lose and have to restart the puzzle. I couldn't think of a good puzzle to have here so I lifted this from FFVII.

Now the question is...how's the best way to code this? Brain probably can't think of this atm because sick and whatnot, but figured I'd ask for help (the solution is completely different on the way back, even have it in an event in a Note to myself

<Solution from bottom is: Up, Left, Down, Left, Up, Right, Up, Up, Left, Down, Right, Right, Up>
<Solution from top: Left, Down, Right, Right, Down, Left, Down, Right, Down, Left>

So yeah, what's the best way of handling this puzzle??

(Also, I haven't gotten around to doing the skill level up thing that KrimsonKatt suggested, I THINK I saw that plugin, but would that be the best way to handle this skill system that I want to do?)
Marrend
Guardian of the Description Thread
21781
The easiest way to handle the ice platform puzzle would likely be through game switches. When a given switch is "on", the platform it's attached to can be used, and jumped on. When it's "off", it's inaccessible.

The spaces between the platforms would likely all be triggered off the action button, and checks the state of the relevant game-switch attached to any platform it might be adjacent to. Then, if the game-switch for the platform they are going to is true/on, perform do a move-route that jumps across the gap. You might end up needing to turn on "through" in order to allow the jump. Just remember to turn if off as well! Then, after the jump, you flip game-switches based on the character's new location.

*Edit: I don't 100% know if it would work this way, but, I wonder if you can easily flip switches with a script command of something like...

$game_switches[1] = !$game_switches[1]

...this, or whatever switch ID(s) you end up using?
I'm assuming I only really need one switch for all of this? Unless I want to avoid having EVERY platform raise/sink (including the one the player is supposed to jump to), then I'd need a few switches perhaps?

(Also, if anyone has a better suggestion for a puzzle here, do let me know too lol. I literally only snagged this from FFVII because no idea on puzzles. Trying to do an ice area to this snowfield section and having a heck of time there too. Bout to do an ice slide puzzle, but we all know how people love those!)
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