Let's go to our Common Event called "Rules". And with this, we begin writing our first rules: Physical Limitations. At least we have now created a way to traverse the rooms while keeping track of where the player is inside the box! But right now it's not that much of a box, right? Let's fix that. That was a lot wasn't it? Don't worry, we still have a ton to go through. Now, when the player transitions, they will be transferred to the room they were heading towards. Let's go there and add this to its parallel event, before the Transfer Player command: This is why we have the Transitional map. Now, we need a way to tell the machine that the room that the player will go to, is the room that the player is arriving in. So copy and paste these commands to all first pages of all directional events and change the VroomTo to: The differences are the VroomTo subtraction or addition as well as the i and j values. In this room, they are the coordinates of the square in front of the right exit - since we are going left, we are entering the room from the right.Īll other exits need the same things. They are meant to give a sense of continuity to our labyrinth. "i" and "j" will need to be fine-tuned depending on the rooms you will be using. Transfer Player to Transitional - wherever When the player touches them, our machine needs to realize that the player is changing rooms, and where exactly is the player going. Instead, we will put them right on the exits. ![]() These are just directional so we won't put them inside the Common Event "Rules". However now we have our first most basic rules. So far we kept the first page blank since we didn't have any rules. Each room to the top is three numbers higher than the current room's number Each room to the bottom is three numbers lower than the current room's number Each room to the right is one number higher than the current room's number Each room to the left is one number lower than the current room's number Now, remember i told you to draw the box on a paper? Four things immediately come from that. Remember that static images also need "direction fix" to be ticked, so that they don't change shape when the character presses the action button on them. These 2nd pages will be activated when the exit is blocked. Condition: Switch: one of the four directional switches we made, depending on where this exit isįor example the left exit's 2nd page needs the switch "LEFT" as a condition. Image: a boulder or a door or something that blocks movement Create an event for each one of the exits. I can't use (0,this._eventId) since I am wanting to know the player's position in regards to offset x and y positions of the events in question.Now, first of, let's put the switches into place. I've tried to flip the values to (0,) and I get the same error as listed above. And when the switch is flipped, the trees' opacities are transparent to make an effect of the player being able to see under the leaves of the trees. I love this plugin, but is there another way of using (,0) in a parallel process? I am trying to use your plugin to flip a switch for any tree event my character is under. Version 1.1 - fixed bug with using 0 for actor Read the help file and examine the demo to learn how it works.įree to use in any RPG Maker MV project including commercial. Activate plugin using the 'Plugin Manager' Copy the "GALV_PuzzleFunctions.js" file into your project's /js/plugins/ folder. Check if there are multiple items, armors, weapons in inventory using code with only one conditional branch.Check if the player has activated the events in the right order set in the combination specified.Test to see if a group of events have a certain self switch on or off. ![]() Test to see if a group of specified switches are on or off.Test to see if an event or player is at another event’s location.Test to see if an event or player is at an x,y location.Determine location without having to use Control Variables beforehand. Specify turning these self switches off, on or flip themĢ.Change self switches for events adjacent to other events.Change self switches for any event from any event.This plugin adds some functions to use that may help with eventing puzzles and/or quests.
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