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[RMVX ACE] how can i move the airship from 1 map to another while it is in the air
And that is why I am adding in such that you have some control as to what the airship is/isn't allowed to trigger, by regions. Default values is behave exactly as if nothing triggers.
A note tag can be added to the map, or script called from some event code, will be able to specify region numbers that the airship can activate touch events. Of course, the airship flying into another map is good, when you specifically want it.
And of course, if you go the simple script line modification route, then all you have to add to events you don't wish to allow the airship to activate is a conditional branch: airship is driven, and put the event code into the false side of the branch. That would only need to be done on maps that the player can fly the airship on.
A note tag can be added to the map, or script called from some event code, will be able to specify region numbers that the airship can activate touch events. Of course, the airship flying into another map is good, when you specifically want it.
And of course, if you go the simple script line modification route, then all you have to add to events you don't wish to allow the airship to activate is a conditional branch: airship is driven, and put the event code into the false side of the branch. That would only need to be done on maps that the player can fly the airship on.
[RMVX ACE] how can i move the airship from 1 map to another while it is in the air
Inside of script module Game_Player Lines 397/398 for the player touch
And at lines 405/406 for Action button events.
If you wish to allow either of these to trigger, when in the airship, comment out the line "return false if in_airship?".
On another note, I am adding into my vehicle_passibility script the ability to allow the airship to activate player_touch and action_button events.
def check_touch_event
return false if in_airship?
And at lines 405/406 for Action button events.
def check_action_event
return false if in_airship?
If you wish to allow either of these to trigger, when in the airship, comment out the line "return false if in_airship?".
On another note, I am adding into my vehicle_passibility script the ability to allow the airship to activate player_touch and action_button events.
Video game tunes that get stuck in your head often?
This one, starting at 1:16:27.
I have listened to that one, as well as a few others for hours on end.
I have listened to that one, as well as a few others for hours on end.
End Game In 1 Hour
I am guessing you wish to have some sort of demo version, where the player can try the game for 1 hour, then where ever the player is in the story, the player is given one last opportunity to save, and then upon upgrade to full version, he can resume where he left off.
In this case, fairly trivial with events, just one minor gotcha. Don't place your "return to title screen" command immediately after the save screen command, as you will "brick" the save permanently. (The game saves the next command to be executed, as well as the position in the event script.) Instead, you need to do whatever check it is you do for demo, after the save, and decide based off that.
Demo Timer Event page 1, 2. - Make whatever changes you desire, then copy this to every single map. Suggested you remove the sound effect, as I was using it for debugging purposes.
Demo Timer initialization page 1, 2. - Set this to the number of seconds the demo should run for. 1 hour is 3600 seconds. Place this in the starting map.
Finally, put a region ID of 1 in the upper left corner of every map.
Edit: Submitted script. http://rpgmaker.net/scripts/473/
In this case, fairly trivial with events, just one minor gotcha. Don't place your "return to title screen" command immediately after the save screen command, as you will "brick" the save permanently. (The game saves the next command to be executed, as well as the position in the event script.) Instead, you need to do whatever check it is you do for demo, after the save, and decide based off that.
Demo Timer Event page 1, 2. - Make whatever changes you desire, then copy this to every single map. Suggested you remove the sound effect, as I was using it for debugging purposes.
Demo Timer initialization page 1, 2. - Set this to the number of seconds the demo should run for. 1 hour is 3600 seconds. Place this in the starting map.
Finally, put a region ID of 1 in the upper left corner of every map.
Edit: Submitted script. http://rpgmaker.net/scripts/473/
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