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RPG Maker VX Ace - Nugget Crash Course
How to lay a bomb?
Okay, it doesn't look like VX has terrain tags. I couldn't remember because it's been a while since I last used it. Let me have a think about this one and I'll get back to you.
How to lay a bomb?
How to lay a bomb?
Well first of all, can you go into the script editor, look at Game_Map and tell me if you can find a function called "terrain_tag"? (I don't have XP on this computer so I can't check)
How to lay a bomb?
Well the way I would do it is to set up X events (where X is the number of bombs you can place simultaneously) off-screen somewhere or in a location you can't get to (if it would be visible on-screen, set its graphic to blank as well). Also set aside two switches for each bomb, and a variable.
I would also have a common event checking for the bomb key being pressed, and have that check the value of the variable. If it's 0, turn on switch 1 and move bomb 1 to the player's location. If it's 1, turn on switch 2 and move bomb 2 etc.
In the bomb events, the first page will be nothing with a blank graphic. The second page will have its activation condition set to its respective switch, with the bomb graphic. This page will be parallel process that waits for however many seconds you want the bomb to take to explode (include an animation for this if you have one) and then turn on the second switch for that bomb.
Then have another event page triggered by that switch with no graphic (or moving through an explosion graphic if you didn't already do that on the second page or want the removal of the bombable area to coincide with the explosion). Here you will check the coordinates of the bomb event and then go through a series of conditional branches checking the terrain ID of each tile in whatever radius around those coordinates you want the bomb to affect. (I assume you'd be using a unique terrain ID to mark bombable areas).
Does this make sense?
I would also have a common event checking for the bomb key being pressed, and have that check the value of the variable. If it's 0, turn on switch 1 and move bomb 1 to the player's location. If it's 1, turn on switch 2 and move bomb 2 etc.
In the bomb events, the first page will be nothing with a blank graphic. The second page will have its activation condition set to its respective switch, with the bomb graphic. This page will be parallel process that waits for however many seconds you want the bomb to take to explode (include an animation for this if you have one) and then turn on the second switch for that bomb.
Then have another event page triggered by that switch with no graphic (or moving through an explosion graphic if you didn't already do that on the second page or want the removal of the bombable area to coincide with the explosion). Here you will check the coordinates of the bomb event and then go through a series of conditional branches checking the terrain ID of each tile in whatever radius around those coordinates you want the bomb to affect. (I assume you'd be using a unique terrain ID to mark bombable areas).
Does this make sense?
How to lay a bomb?
Some Questions !
Theoretically it's possible, as Ruby does support socket connections and you could write a script that acts as a client to an external server. However, you'd also have to code and host the server, check the client to make sure the player isn't using any custom scripts that will game the system, account for latency, link up information between the clients...
So basically, online components could be done, but there's probably a reason they haven't been yet.
So basically, online components could be done, but there's probably a reason they haven't been yet.
How to lay a bomb?
Secret content: How hidden is too hidden?
How would you guys feel about something along the lines of a message that pops up upon leaving an area that alerts you to anything hidden you might have missed there, asking if you'd like to go back and look for it? (obviously with an option to not go back and also not receive these notices in the future).














