Creating "Boulder bridge" puzzle event help

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Runnyyy

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Hello again! I'm trying to make a puzzle where the player must push several (re: 3) boulders into the water
to form a type of bridge to cross. I would also like to make it so that after (1)One boulder is placed into the water, the player may walk OVER the FIRST boulder (already submerged), and able to place the SECOND boulder and so on.

I've tried looking at this thread: LINK But I'm still confused and some pages aren't visible in the screenshots...I've also tried looking at this thread: LINK but since all images are removed, it's basically impossible for me;;

I'm mostly confused as to how the region events would take place, or rather, how to use region events for this particular puzzle? I've only been using region events for sound tiles/stepping sounds so my knowledge to anything more is minimal to none...

If anyone could show me how to perform this puzzle step by step, that would be most appreciated!!

I'm using RPG Maker MV Steam edition/PC, screenshots for the map and highlighted where I'd like to move the boulder(s):

 

Bex

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Nice inspiration, thank you.
I was able to Event the Bridge building, but i did not include bridge staying at position after Mapchange.
We can do that later.

What we need:
1x Boulder Charset
1x Boulder on Tileset, passable

Events on below of Char which have a Tilesetgraphic as Image, will use the passability of the Tilesettile.
So as soon the boulder is on the Water , we Switch Eventpages and the Player can walk over it.
Sadly Events cant Move over it, and as soon we mark through on, the Player cant move over it again on Water.
But lets not Worry the below Eventcode circumvented that.

Here the Eventcode, its just copy paste for all 3 boulders, but you need to change Variable4 to match the id of the event the code is pasted into.We use get Location Info to find out if this Event Id is on the correct Position. I hope this helps to get it started. I just made this in a haste, so maybe there are easier Ways.
Code:
◆Get Location Info:Variable 4, Event ID, (5,7)
◆If:Variable 4 = 28
  ◆If:Player is facing Down
    ◆If:Variable 24 = 2
      ◆Set Movement Route:This Event (Skip)
      :                  :◇Through ON
      :                  :◇Turn away from Player
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇Through OFF
      ◆
    :End
    ◆If:Variable 24 = 1
      ◆Control Variables:#0024 Variable 24 += 1
      ◆Set Movement Route:This Event (Skip)
      :                  :◇Through ON
      :                  :◇Turn away from Player
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇Through OFF
      ◆
    :End
    ◆If:Variable 24 = 0
      ◆Control Variables:#0024 Variable 24 += 1
      ◆Set Movement Route:This Event (Skip)
      :                  :◇Through ON
      :                  :◇Turn away from Player
      :                  :◇1 Step Forward
      :                  :◇Through OFF
      ◆
    :End
    ◆Wait:4 frames
    ◆Set Movement Route:Player (Skip, Wait)
    :                  :◇1 Step Forward
    ◆Wait:60 frames
    ◆Control Self Switch:A = ON
    ◆Exit Event Processing
    ◆
  :End
  ◆
:End
◆Set Movement Route:This Event (Skip)
:                  :◇Turn away from Player
:                  :◇1 Step Forward
◆Wait:4 frames
◆Set Movement Route:Player (Skip, Wait)
:                  :◇1 Step Forward
Edit: Position 5,7 would be one tile above the upper red circle in your picture.
 
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Runnyyy

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Nice inspiration, thank you.
I was able to Event the Bridge building, but i did not include bridge staying at position after Mapchange.
We can do that later.

What we need:
1x Boulder Charset
1x Boulder on Tileset, passable

Events on below of Char which have a Tilesetgraphic as Image, will use the passability of the Tilesettile.
So as soon the boulder is on the Water , we Switch Eventpages and the Player can walk over it.
Sadly Events cant Move over it, and as soon we mark through on, the Player cant move over it again on Water.
But lets not Worry the below Eventcode circumvented that.

Here the Eventcode, its just copy paste for all 3 boulders, but you need to change Variable4 to match the id of the event the code is pasted into.We use get Location Info to find out if this Event Id is on the correct Position. I hope this helps to get it started. I just made this in a haste, so maybe there are easier Ways.
Code:
◆Get Location Info:Variable 4, Event ID, (5,7)
◆If:Variable 4 = 28
  ◆If:Player is facing Down
    ◆If:Variable 24 = 2
      ◆Set Movement Route:This Event (Skip)
      :                  :◇Through ON
      :                  :◇Turn away from Player
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇Through OFF
      ◆
    :End
    ◆If:Variable 24 = 1
      ◆Control Variables:#0024 Variable 24 += 1
      ◆Set Movement Route:This Event (Skip)
      :                  :◇Through ON
      :                  :◇Turn away from Player
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇Through OFF
      ◆
    :End
    ◆If:Variable 24 = 0
      ◆Control Variables:#0024 Variable 24 += 1
      ◆Set Movement Route:This Event (Skip)
      :                  :◇Through ON
      :                  :◇Turn away from Player
      :                  :◇1 Step Forward
      :                  :◇Through OFF
      ◆
    :End
    ◆Wait:4 frames
    ◆Set Movement Route:Player (Skip, Wait)
    :                  :◇1 Step Forward
    ◆Wait:60 frames
    ◆Control Self Switch:A = ON
    ◆Exit Event Processing
    ◆
  :End
  ◆
:End
◆Set Movement Route:This Event (Skip)
:                  :◇Turn away from Player
:                  :◇1 Step Forward
◆Wait:4 frames
◆Set Movement Route:Player (Skip, Wait)
:                  :◇1 Step Forward
Edit: Position 5,7 would be one tile above the upper red circle in your picture.
I'm sorry, the way this is worded makes me confused... Are you saying I need to copy/paste this entire page into each boulder I create? and, what do you mean by
"Here the Eventcode, its just copy paste for all 3 boulders, but you need to change Variable4 to match the id of the event the code is pasted into.We use get Location Info to find out if this Event Id is on the correct Position "

? I don't understand what you mean by this statement. Whenever i name my events, the variable isn't the same? What i mean is when I make a new event and name it, how do I assign a variable to that particular event? Because when I make new VARIABLES, I need to give it a new name too...I'm pretty lost haha

EDIT: Also, what do you mean by all these variable numbers? Where am I setting up the events to be listed as these variables? I haven't used variables much as I don't quite understand how to trigger them in the first place...what turns variables 4-24, 28 and so on?
 
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Bex

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I copy pasted my Eventcode as Text and posted it into the Forums. It's not possible the other way around.
So you need to rebuild it with Event Commands.

After you rebuild the Code with Eventcommands, than you can just copy paste the whole Event a few times to get 3 Boulders.
But than you need to change:
◆If:Variable 4 = 28 <--- This, the number 28!!! Nothing else. If this Boulder is Event 003 it needs to be 3, if this is Event ID48 with the Name Hans, it needs to be changed to 48.

The Variable Ids are always the same. The name is not important. i just named it variable4 because iam using variable id4, i thought you would be confused if its called "Rick and Morty" you would not know that Rick and Morty is ID4. So its somehow funny that you still ended up confused =), but all is ok.

If you have more Questions or need further help to adjust it to your needs, let us know.
Iam sure there is plenty of fine tuning and pimping needed later on. But first lets get the bare Bones.

Edit:
Switches and Variables store Values like a storage Box. Variables standard value is 0 and it can be any number, Switch standard value is Off, it can only store off and on in other words 0 and 1.
Conditional Branches are used to compare Values to get a true or false result. 1 is equal to 3, that is false.

Edit2:
Iam not sure what to explain, so i add some info text to the code:
Code:
◆Get Location Info:Variable 4, Event ID, (5,7) <--This checks which Event id is on position x = 5 and y = 7 and stores the number in variable 4
◆If:Variable 4 = 28 <---We check if Variable4 is equal to the Event Id of this Event, in my case "event id 28"
  ◆If:Player is facing Down <--- if previous condition is true, we want to know if player is facing down
    ◆If:Variable 24 = 2 <-- 2Boulders are allready in the Water
      ◆Set Movement Route:This Event (Skip)
      :                  :◇Through ON
      :                  :◇Turn away from Player
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇Through OFF
      ◆
    :End
    ◆If:Variable 24 = 1  <-- 1Boulder is allready in the Water
      ◆Control Variables:#0024 Variable 24 += 1 <--- One Boulder got added to the Water
      ◆Set Movement Route:This Event (Skip)
      :                  :◇Through ON
      :                  :◇Turn away from Player
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇Through OFF
      ◆
    :End
    ◆If:Variable 24 = 0  <-- No Boulders are in the Water
      ◆Control Variables:#0024 Variable 24 += 1 1 <--- One Boulder got added to the Water
      ◆Set Movement Route:This Event (Skip)
      :                  :◇Through ON
      :                  :◇Turn away from Player
      :                  :◇1 Step Forward
      :                  :◇Through OFF
      ◆
    :End
    ◆Wait:4 frames
    ◆Set Movement Route:Player (Skip, Wait)
    :                  :◇1 Step Forward
    ◆Wait:60 frames
    ◆Control Self Switch:A = ON
    ◆Exit Event Processing
    ◆
  :End
  ◆
:End
◆Set Movement Route:This Event (Skip) <---If one of the first 2 conditions was not true, this code runs, its the normal push boulder code to move the Event on the Map.
:                  :◇Turn away from Player
:                  :◇1 Step Forward
◆Wait:4 frames
◆Set Movement Route:Player (Skip, Wait)
:                  :◇1 Step Forward
Sorry for so much Text. Now i just reworked it, so no adjustments are needed, its plane copy paste after you rebuild it with event commands.
Code:
◆Get Location Info:Variable 4, Event ID, (5,7)
◆Control Variables:#0025 Variable 25 = this._eventId
◆If:Variable 4 = Variable 25
  ◆If:Player is facing Down
    ◆If:Variable 24 = 2
      ◆Set Movement Route:This Event (Skip)
      :                  :◇Through ON
      :                  :◇Turn away from Player
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇Through OFF
      ◆Wait:2 frames
      ◆Set Movement Route:Player (Skip, Wait)
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      ◆
    :End
    ◆If:Variable 24 = 1
      ◆Set Movement Route:This Event (Skip)
      :                  :◇Through ON
      :                  :◇Turn away from Player
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇Through OFF
      ◆Wait:2 frames
      ◆Set Movement Route:Player (Skip, Wait)
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      ◆
    :End
    ◆If:Variable 24 = 0
      ◆Set Movement Route:This Event (Skip)
      :                  :◇Through ON
      :                  :◇Turn away from Player
      :                  :◇1 Step Forward
      :                  :◇Through OFF
      ◆Wait:2 frames
      ◆Set Movement Route:Player (Skip, Wait)
      :                  :◇1 Step Forward
      ◆
    :End
    ◆Control Variables:#0024 Variable 24 += 1
    ◆Control Self Switch:A = ON
    ◆Exit Event Processing
    ◆
  :End
  ◆
:End
◆Set Movement Route:This Event (Skip)
:                  :◇Turn away from Player
:                  :◇1 Step Forward
◆Wait:2 frames
◆Set Movement Route:Player (Skip, Wait)
:                  :◇1 Step Forward
I fixed that it also works after mapchanges.
But the Second Eventpage of this Event now has no graphic and its on through.
Its like the boulder is hidden from the game forever after it moved onto the river.
But on the river we add 3 events with each 2 eventpages. Everytime a Boulder moved into the River we will activate 1.
1st page is empty no image and "through" ON, marked on the eventpage.
2nd page got the boulder tilesetgraphic as image and is on below characters. PAge Condition is Variable 24 = 1 or more. the second Event on the river got PAge Condition is Variable 24 = 2 or more...and so on...

I know this isnt a tutorial and it is much tech chinese, i hope it still helps somehow. Just ask with what you have trouble.
 
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Runnyyy

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I copy pasted my Eventcode as Text and posted it into the Forums. It's not possible the other way around.
So you need to rebuild it with Event Commands.

After you rebuild the Code with Eventcommands, than you can just copy paste the whole Event a few times to get 3 Boulders.
But than you need to change:
◆If:Variable 4 = 28 <--- This, the number 28!!! Nothing else. If this Boulder is Event 003 it needs to be 3, if this is Event ID48 with the Name Hans, it needs to be changed to 48.

The Variable Ids are always the same. The name is not important. i just named it variable4 because iam using variable id4, i thought you would be confused if its called "Rick and Morty" you would not know that Rick and Morty is ID4. So its somehow funny that you still ended up confused =), but all is ok.

If you have more Questions or need further help to adjust it to your needs, let us know.
Iam sure there is plenty of fine tuning and pimping needed later on. But first lets get the bare Bones.

Edit:
Switches and Variables store Values like a storage Box. Variables standard value is 0 and it can be any number, Switch standard value is Off, it can only store off and on in other words 0 and 1.
Conditional Branches are used to compare Values to get a true or false result. 1 is equal to 3, that is false.

Edit2:
Iam not sure what to explain, so i add some info text to the code:
Code:
◆Get Location Info:Variable 4, Event ID, (5,7) <--This checks which Event id is on position x = 5 and y = 7 and stores the number in variable 4
◆If:Variable 4 = 28 <---We check if Variable4 is equal to the Event Id of this Event, in my case "event id 28"
  ◆If:Player is facing Down <--- if previous condition is true, we want to know if player is facing down
    ◆If:Variable 24 = 2 <-- 2Boulders are allready in the Water
      ◆Set Movement Route:This Event (Skip)
      :                  :◇Through ON
      :                  :◇Turn away from Player
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇Through OFF
      ◆
    :End
    ◆If:Variable 24 = 1  <-- 1Boulder is allready in the Water
      ◆Control Variables:#0024 Variable 24 += 1 <--- One Boulder got added to the Water
      ◆Set Movement Route:This Event (Skip)
      :                  :◇Through ON
      :                  :◇Turn away from Player
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇Through OFF
      ◆
    :End
    ◆If:Variable 24 = 0  <-- No Boulders are in the Water
      ◆Control Variables:#0024 Variable 24 += 1 1 <--- One Boulder got added to the Water
      ◆Set Movement Route:This Event (Skip)
      :                  :◇Through ON
      :                  :◇Turn away from Player
      :                  :◇1 Step Forward
      :                  :◇Through OFF
      ◆
    :End
    ◆Wait:4 frames
    ◆Set Movement Route:Player (Skip, Wait)
    :                  :◇1 Step Forward
    ◆Wait:60 frames
    ◆Control Self Switch:A = ON
    ◆Exit Event Processing
    ◆
  :End
  ◆
:End
◆Set Movement Route:This Event (Skip) <---If one of the first 2 conditions was not true, this code runs, its the normal push boulder code to move the Event on the Map.
:                  :◇Turn away from Player
:                  :◇1 Step Forward
◆Wait:4 frames
◆Set Movement Route:Player (Skip, Wait)
:                  :◇1 Step Forward
Sorry for so much Text. Now i just reworked it, so no adjustments are needed, its plane copy paste after you rebuild it with event commands.
Code:
◆Get Location Info:Variable 4, Event ID, (5,7)
◆Control Variables:#0025 Variable 25 = this._eventId
◆If:Variable 4 = Variable 25
  ◆If:Player is facing Down
    ◆If:Variable 24 = 2
      ◆Set Movement Route:This Event (Skip)
      :                  :◇Through ON
      :                  :◇Turn away from Player
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇Through OFF
      ◆Wait:2 frames
      ◆Set Movement Route:Player (Skip, Wait)
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      ◆
    :End
    ◆If:Variable 24 = 1
      ◆Set Movement Route:This Event (Skip)
      :                  :◇Through ON
      :                  :◇Turn away from Player
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      :                  :◇Through OFF
      ◆Wait:2 frames
      ◆Set Movement Route:Player (Skip, Wait)
      :                  :◇1 Step Forward
      :                  :◇1 Step Forward
      ◆
    :End
    ◆If:Variable 24 = 0
      ◆Set Movement Route:This Event (Skip)
      :                  :◇Through ON
      :                  :◇Turn away from Player
      :                  :◇1 Step Forward
      :                  :◇Through OFF
      ◆Wait:2 frames
      ◆Set Movement Route:Player (Skip, Wait)
      :                  :◇1 Step Forward
      ◆
    :End
    ◆Control Variables:#0024 Variable 24 += 1
    ◆Control Self Switch:A = ON
    ◆Exit Event Processing
    ◆
  :End
  ◆
:End
◆Set Movement Route:This Event (Skip)
:                  :◇Turn away from Player
:                  :◇1 Step Forward
◆Wait:2 frames
◆Set Movement Route:Player (Skip, Wait)
:                  :◇1 Step Forward
I fixed that it also works after mapchanges.
But the Second Eventpage of this Event now has no graphic and its on through.
Its like the boulder is hidden from the game forever after it moved onto the river.
But on the river we add 3 events with each 2 eventpages. Everytime a Boulder moved into the River we will activate 1.
1st page is empty no image and "through" ON, marked on the eventpage.
2nd page got the boulder tilesetgraphic as image and is on below characters. PAge Condition is Variable 24 = 1 or more. the second Event on the river got PAge Condition is Variable 24 = 2 or more...and so on...

I know this isnt a tutorial and it is much tech chinese, i hope it still helps somehow. Just ask with what you have trouble.
Is there a way you can show me with screenshots? I'm copying what you've written but it doesn't seem to be working for me. as for my map, I have the first boulder set at coordinates: 53,45 and the boulder to be in the water would be: 49,48
I know I need several boulders to continue, but I still dont know what to do about the event IDs and variables? the first boulder on the map is: ID:004 (Event Name: "I like that boulder 1" ) and the boulder in the water is ID:008 (no name). I have the boulder in the water set for: Conditions: Variable 0024 Boulder in water1 ≥ 2

EDIT: !! I was able to figure it out! I followed an example via this video:

I just need to figure out how to make specific boulders move or not move depending on which is touched first, though I can't imagine it'll be that difficult. Thank you for your help though!
 
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Bex

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I did not assume that this is getting big and confusing for you and me. I did not notice that you are new to this.
But no Problem we will start from another angle, i will upload a Demo. But my Internet is very slow, so it will take a few minutes.
=( Sadly the upload failed 2 times.

Now i just uploaded the mapfile.Create empty project with 2 maps, than it should be possible to copy paste the map file into the Project and replace one of them.

Edit:
Nice Tutorial, specialy for learning.

Edit2:
I just need to figure out how to make specific boulders move or not move depending on which is touched first,
What do you mean with touched first?
 
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Runnyyy

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I did not assume that this is getting big and confusing for you and me. I did not notice that you are new to this.
But no Problem we will start from another angle, i will upload a Demo. But my Internet is very slow, so it will take a few minutes.
=( Sadly the upload failed 2 times.

Now i just uploaded the mapfile.Create empty project with 2 maps, than it should be possible to copy paste the map file into the Project and replace one of them.

Edit:
Nice Tutorial, specialy for learning.

Edit2:

What do you mean with touched first?
I mean for example, If Boulder 2 is pushed before Boulder 1, then which one will trigger which "boulder in water" event? another example:

(This happens if I move the boulders out of order)

it's mostly an aesthetic / visual issue, because "logically", if you push ANY boulder into the water FIRST, you'd assume it would be in the water CLOSEST to the player. I have it set up so that specific Boulder events that touch the Glowing Circle get switched into the "bridge" version.

EDIT: sorry, had to re-upload the image
 
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Bex

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I was lazy, should have made Pictures right away. :kaoswt:
boulderdemo1.PNGboulderdemo2.PNGboulderdemo3.PNGboulderdemo4.PNGboulderdemo5.PNGboulderdemo6.PNG
I hope this helps.
Edit:
I forgot to show the Tilesettile for Water Boulder. You can change the Graphic with the one of the Stone but it needs to be Tilesettile on passable, else all this will not work.
boulderdemo7.jpg
Edit: If you Evented 1 of the Rocks, just copy paste the whole Event, than you got 3 Rocks, no adjustments in code needed.
If you need to implement more stuff or to change it somehow to your needs, let me know, also if you got it to work on your end.
 
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Runnyyy

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I was lazy, should have made Pictures right away. :kaoswt:
I hope this helps.
Edit:
I forgot to show the Tilesettile for Water Boulder. You can change the Graphic with the one of the Stone but it needs to be Tilesettile on passable, else all this will not work.
View attachment 131549
Edit: If you Evented 1 of the Rocks, just copy paste the whole Event, than you got 3 Rocks, no adjustments in code needed.
If you need to implement more stuff or to change it somehow to your needs, let me know, also if you got it to work on your end.
I think there's been some sort of misunderstanding? I've already fixed the issue I was having, and maybe this might be a possible language barrier,
but I've no idea what you mean by what you've listed above;; I don't understand the wording or the explanation, but like I've said: I found a good solution to my issue using the tutorial video I linked.
 

Bex

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BUT IT'S PICTURES ! :kaoback: The whole Mechanic in Pictures.

Don't worry things like this happen. Doesn't matter. :cool:
 
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Runnyyy

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BUT IT'S PICTURES ! :kaoback: The whole Mechanic in Pictures.

Don't worry things like this happen. Doesn't matter. :cool:
yeah but...the pictures don't tell me WHAT: "Get Location Info : #0004, Event ID (5,7)" What event is #0004?
What is "Control Variables :#0025 = This._eventId" ? I had to search and google to figure out how to use "eventId", I had no idea to use that in the "script" section,
and also, since none of the variables nor the event IDs are named, it's all completely confusing, including the fact that I can't see the map's X and Y coordinates in the screenshots either;;

those are the main reasons I'm unable to understand. but yes, as stated, I've figured out what works for me, thank you!
 

Runnyyy

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Mind to share the solution before closing this?
I've stated the solution in the post #5 above and/or this post: LINK ,
Even though it's not the exact solution I requested in the description or first post, this solution via the video tutorial made it much simpler and was almost exactly what I was looking for, in a way I couldn't put into words! :>
 

Yuuka

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Sorry for my bad English.
Not sure, but at least I tried to help.

Image you should prepare:
1. Boulder / rock / whatever you want to push as event image​
2. Floating version of Boulder (whatever you call) that form bridge (save as 'Tileset A' recommended)​
3. River image that can use as event image (require image editor and imagination)​
Arrange like image below. As you can see, river image (as Event) place above boulder bridge. River image should full cover that bridge.​
1579493794564.png
* Make sure boulder have ID event lower than river image event. Because 'Get Location Info' will get info Event ID lower first. ex: Boulder event have ID:001, ID:002, and ID:003 and River event have ID:004, ID:005, and ID:006.​
Variables:
Make some variables in pairs depends on how much your boulders. In this case, I have 3 boulders.​
1579495365312.png
Boulder Events:
Every boulder event, there are 4 event page (this can be combined, may have some glitch). Here's one of the Boulders Event Page.​
Page 1:​
  • No Condition
  • Priority: Same as Characters
  • Trigger: Action Button
  • Content:
    Code:
    Set Move Route  : This Event (Skip, Wait)
    : <> Through ON
    : <> Move Away from Player
    : <> Through OFF
    Control Self Switch : A = ON
    1579500957428.png
Page 2:​
  • Condition: Self Switch = A
  • Priority: Same as Characters
  • Trigger: Autorun
  • Content:
    Code:
    Get Location Info : Boulder 1, Event ID, (9,8)
    If : Boulder 1 != 1
    Control Self Switch : A = OFF
    :Else
    Control Self Switch : B = ON
    : End
    - Boulder 1, Event ID, (9,8) ===> Boulder 1 is variable, Event ID is parameter in Get Location Info, and (9,8) is place where boulder should placed
    - Boulder 1 != 1 ===> Boulder 1 is variable and 1 is boulder event ID
    1579500994592.png
Page 3:​
  • Condition: Self Switch = B
  • Priority: Below Characters
  • Trigger: Autorun
  • Content:
    Code:
    Control Variables  : #0002 Passable boulder 1 = 1
    Set Event Location : This Event, (0, 0)
    Control Self Switch : C = ON
    - #0002 Passable boulder 1 = 1===> set variable Passable boulder 1 to 1. You can set whatever value that not 0. It just TRUE/FALSE condition.
    1579501424964.png
Page 4:​
  • Condition: Self Switch = C
  • Priority: no specific
  • Trigger: Action Button
    1579501485301.png
River Events:
Every river event, there are 2 event page. Here's one of the River Event Page.
Page 1:
  • No Condition
  • Priority: Same as Characters
  • Trigger: Action Button
    1579501954181.png
Page 2:
  • Condition: Variable >= 1
  • Priority: no specific
  • Trigger: Action Button
    1579501936582.png
I hope my instruction clear enough to understand.
If you still can't do it yourself, you can download DEMO

I know my instruction still have some issue, because I just trying in 3 hours.
  • Still have image glitch. Sorry, I don't have any solution for now. But its working.
  • Miss place boulders may occurs. example: boulder 2 placed to passable boulder 1. (bug)
  • Boulders may go through ALL environment. (need restart to fix)
 
Last edited:

Bex

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Good to hear it's solved. Since i have a few spare Minutes i answer some of the precise Questions in case you still want to try and rebuild
what i showed you: (Often there are several different ways to solve something, so there is not only 1 solution in many cases)

Quote: yeah but...the pictures don't tell me WHAT: "Get Location Info : #0004, Event ID (5,7)" What event is #0004?
Get Location Info Eventcommand <--- You find it on 3rd Page of Eventcommands.
#0004 is not an Event it is Variable 0004.
"Get Location info" is set to find out if there is an Event ID on Position 5, 7, which is 1 Maptile above the river, where i push the boulders into.
"Get Location Info" can also used to find out regions on certain coordinates and more.

Quote: What is "Control Variables :#0025 = This._eventId" ?
Eventcommand Control Variables can be found on 1st Page of Eventcommands. I used Variable ID 25, i used the Scriptline in that command.
This._eventId is a scriptcommand which will put the ID of this Event into Variable 25. I used this so it doesnt matter into which Event this complete "Eventcode Block" is pasted into.
Adjustments confused you, so i took them out, but i had to use the scriptline to achieve it.

Quote: since none of the variables nor the event IDs are named,
Names are not important in this Case, you can see the numbers. And in the earlier slitghlty different Picture examples, all was named but it caused confusion for some reason, thats why i assumed it would be ok without them, and i was lazy renaming them after copy pasting the map into a new project :kaojoy:.
Also:
It doesnt matter which event ids you use for the events in the water.
It doesnt matter which Event ids you are using for the pushable boulders.
Just make sure that the Event Code is recreated correctly.

This is good learning for me to, thank you, i also remember why the other helpers ask so many questions beforehand, it realy makes things easier and less confusing.
I will try that more in the future.
 
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slimmmeiske2

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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