3 Life Touch System

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KuriejiSyfer

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I need some assistance. I'm noob to RPG maker and coding general. Right now I'm trying to make a game, where the system is based on monsters chasing you and when they touch you, game over, but what I need help on is a way to get the monsters to touch you like atleast three times before its game over, like they are hurting the player first before the player is killed. Any help?
 

Kes

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'RPG Maker Official Freebies' is, as you might expect from its title, a section where free resources are officially released by Degica/Kadokawa.

[move]RPG Maker VX Ace[/move]
 

Heirukichi

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I am afraid we need more information about this. Because once an enemy hits the player it means they are on the very same tile, which would trigger the same event over and over again. How are enemies supposed to react when touching the player? Do they bounce backward? Do they disappear?
 

KuriejiSyfer

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I am afraid we need more information about this. Because once an enemy hits the player it means they are on the very same tile, which would trigger the same event over and over again. How are enemies supposed to react when touching the player? Do they bounce backward? Do they disappear?
Well I was thinking the player gets hit back so to space the character and the monster and the monster pauses for like a sec or two so to give the player time to escape.
 

KuriejiSyfer

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F
'RPG Maker Official Freebies' is, as you might expect from its title, a section where free resources are officially released by Degica/Kadokawa.

[move]RPG Maker VX Ace[/move]
Forgive me this is all confusing.
 

Heirukichi

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Well I was thinking the player gets hit back so to space the character and the monster and the monster pauses for like a sec or two so to give the player time to escape.
Then using a variable to store the number of lives the player has left should be enough. The events can simply have two different pages with the same sprite.

Page 1
  • Trigger: Event Touch.
  • Page conditions: none.
  • Autonomous movement: move toward player.
  • Contents:
    • Decrease variable used to store player lives by 1;
    • Control Switch: Self switch A -> ON;
    • Conditional branch (if variable used to store player lives == 0)
      • Game Over;
    • Branch end (no else branch).

Page 2
  • Trigger: Parallel Process.
  • Page conditions: Self Switch A is ON.
  • Autonomous movement: none.
  • Contents:
    • Wait 60 frames;
    • Control Self Switch: Self switch A -> OFF.

This should do the trick for you.

- - - - - - - - - - - - -
Forgive me this is all confusing.
You might not have noticed this since you are a new used, but each board has a brief description. Reading that brief description really helps you to understand which purpose that board serves.
 

KuriejiSyfer

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Alright I tried this out. The event aninamtion moves to me but nothing happens. I'm pretty sure I set all the event variables properly. What i did was i set the player life to three using variables, then I made a event with your options, decreasing the set variable by 1 and condition isn set variable is 0, game over. But game over doesn't show. Maybe I'm doing something wrong....
 

Heirukichi

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Maybe I'm doing something wrong...
There is no way for us to know that without taking a look at your event. A screenshot might be necessary to obtain more help.
 

KuriejiSyfer

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Dont judge me i really tried to do this on my own with the basis of my own knowledge, which by the way is relatively the same level as Jon Snow knowing nothing. Anyway, let me know what im doing wrong please.
 

Heirukichi

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The screenshot of your second page is missing, but, based on the one you uploaded, it looks like the problem lies somewhere else. I have two things I would like you to answer.

Change the condition in your conditional branch from "== 0" to "<= 0"; does anything change if you do that?
If the answer is "yes, it does", then the reason is probably the answer to the next question.
Then using a variable to store the number of lives the player has left should be enough.
This means that if no event has touched the player yet, that variable should be initialized to the maximum amount of lives. Did you initialize it somewhere at the beginning of the game?
 

Bex

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He could do a +1 instead of -1 and than use ==4 or more instead of ==0.
Than he would die when hit the 4th Time. Thisway he doesnt need to set the Variable to a Value at Game start.

I would also turn the Events frequency to highest, thatway Events Move fluently.
 

KuriejiSyfer

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Alright after centuries of attempts, using all your numbers and conditions and stuff. I MANAGED to do it (finally) but there is one problem that I still have. In my conditional branch I set a movement route in the Else area so that the player moves back when touched by the event until the players life is zero and instead game over appears. But when the player moves back, the event dissapears and reappears for a moment. Any help on that??
 

Heirukichi

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Probably your second event page has no graphics, so when Self Switch A is triggered, it has no graphics for a few frames.
 

KuriejiSyfer

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AWESOMESAUCE!!! It works perfectly!! Now I can finally make good progress. Thanks for the help, I really appreciate it!:D:rock-right:
 

slimmmeiske2

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