COMPLETE NEWBIE 2K3 QUESTION

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Hey, I wanted to ask you guys real quick, how can I make an event that after the hero presses 3 switches, it opens 1 path?
Here's a screencap of what I'm working with:
http://i55.tinypic.com/dy3fwl.jpg

I want to make it so that after activating the three yellow circled switches, it will open a path, upwards to the red X. Also, the order of swtiches shouldn't matter.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
There are a few ways to go about doing this, each of which should take place in an auto event:

Method 1: Make a conditional branch that asks if one of the switches is on. If true, create another conditional branch for the second. Follow this for the third, while making the path opening scene occur if all three switches are on. It should look like this:



Method 2: Make an event that turns on when the first and second switches are on. Inside of this event, create a single conditional branch that asks if the third switch is on, before continuing with the path opening. It should look like this:



Method 3: Every time that you turn a switch on, use a variable and increase its value by one. Then when the variable equals three (seeing as how you would have activated three switches), have the pathway open. It should look like this:



If you want to keep your event work short and neat, I would suggest method 3. And remember to turn on a switch after the pathway is open that references to a blank page to keep the event from occurring again.
Or to avoid using auto start or parallel process events, you can have the commands activate in the switch event itself, asking if the other two are on. When the other two inevitably are (when the third switch is thrown) the path opens up.

Overuse of auto starts/parallel process events can bog down performance, but you need a dozen or so before the effect is noticeable.
Oh, OK, thanks guys. I went with method 2.

I was also wondering how I'm supposed to change some part of the walls, to make the stairs appear.


Oh, and now when I try and test it out, the directional controls don't work. :/
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Method 3 is so, so, so, so simple in comparison to the others. (and the best imo)
I'd give it a try if I were you, unless you are unfamiliar with variables then I suggest you learn how to do variables. :P
It'll probably help clean things up like Corfaisus said, keep things simple.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=Drakonais
Or to avoid using auto start or parallel process events, you can have the commands activate in the switch event itself, asking if the other two are on.


The downside to this is that it adds a significant amount of extra, unnecessary eventing, and complicates things if you should need to change something to one of the events later.
author=Zeronamous
I try and test it out, the directional controls don't work. :/


Try making your event parallel process instead of auto start.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=Zeronamous
Oh, and now when I try and test it out, the directional controls don't work. :/

If you wouldn't mind, could you post your code so that we may have a better clue as to what went wrong? It may just be a problem with the engine, as I know from experience that movement may become bugged during play for no real reason, such as always walking to the left.

author=Drakonais
Try making your event parallel process instead of auto start.

One of the cons to using parallel processes instead of auto starts is that any wait in the event will allow the player to walk around, which looks bad if there are multiple messages being displayed with a pause between them during a cutscene, and may even allow the player enough time to escape the map or use teleport items from their inventory to create issues.
The only time I've ever used auto starts is in cut-scenes that remove control from the player exactly because of this lockup issue. I suppose I've just gotten into the habit of using a repeating wait command for my hero anytime there's a wait command in play.
Wow, this just gets more and more confusing.

I tried the parallel process thing, Drakonais, and that worked, but now when I try to test play, I can't even select New Game. I deleted the 3 switches, the auto starting event, and all those things so I can start fresh, but now it's even worse. :/
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I can only suggest that you run both virus and spyware scans on your computer, as I fear there is much more than RM2k3 at work here. Also, are you using Vista? I hear that people tend to have problems with RM2k and RM2k3 while using that OS.
author=Corfaisus
I can only suggest that you run both virus and spyware scans on your computer, as I fear there is much more than RM2k3 at work here. Also, are you using Vista? I hear that people tend to have problems with RM2k and RM2k3 while using that OS.


Yeah, I think it's Vista. I've got virus software running all the time. I unistalled, then reinstalled it, and it works fine now. :]

Don't really want to upgrade or downgrade my OS because I'm afraid of how my drivers will react, and I'm totally poor. :3


Alright, and guys, the only thing I'm concerned about now, is how to change the tiles like so:
http://i56.tinypic.com/r8xd8y.jpg

I'm gonna read into variables, and hopefully I'll understand your advice a little better.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
When it comes to changing the tiles, I would recommend going into the chipset image in MS-Paint and copying whichever stair tiles you need for the path to the far right side of the image used for upper layer objects. This means you'll have to decide which objects you won't be needing as you'll have to copy over them to make it fit in the chipset.

Then while in the game, set up an event that appears when a switch is on (preferably one that's turned on when the three other switches are on) with the stair graphics from the upper layer.

EDIT: Also make sure to check the passability option in the tileset tab of the database and set the stairs to circle to allow your character to move over them.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
That's just a stairs tile... I'm pretty sure it's in the default tileset. Just place that tile in that spot.

Try setting both RPG Maker 2003 and the game's RPG_RT.exe to run in compatibility mode for Windows XP Service Pack 3. RPG_RT is in your game folder - it's the program that starts your game.
Just wanted to reply real fast. I'd feel bad if I didn't. You guys don't need to reply back. :P

I got it done yesterday, tile-changing part too, and I think I'm getting a bit of a hang on those variables (dem switches, they be simpler :3 ). Thanks for the help doods. :D
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