Door special event

JoshGaarax3

Warper
Member
Joined
Jul 28, 2014
Messages
4
Reaction score
0
First Language
English
Primarily Uses
Okay this is my first post but i do need some help i want a door that can possibly go three ways the first two ways are standard you can flick back and forth no problem but the third one is when the player has a certain item in their inventory such as a weapon or key item and once they go back through that door its not the normal one as they are now in the third area it looks the same but has a boss battle to deal with. i hope that made sense and also heres the screenshot of the code im currently testing ive not done this before so forgive me if its completely wrong 

Capture.PNG
 

Alexander Amnell

Jaded Optimist
Veteran
Joined
Mar 17, 2012
Messages
3,404
Reaction score
1,733
First Language
English
Primarily Uses
N/A
What does the variable "shotgun" do, can it go above 1 to begin with or is it used only to determine whether you've gained said weapon? Also, if the area is the exact same except for a boss being in there why don't you just specify in the item box of the bosses event that it doesn't appear unless you have the shotgun; that way you wouldn't have to duplicate maps. Unless I'm misunderstanding what you want. There is actually a command in the conditional branch where you can verify whether a certain item is present, and as long as you are sure to check the box that says "include equipment" it will even count if said item is equipped by an actor so using variables in this situation is unnecessary.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,674
First Language
German
Primarily Uses
RMMV
do not use conditional branches, use multiple pages and the conditions.


The condition "item exists" means "item in inventory", make that the condition of the second page and then make a different transfer command on that page (which will only happen if the player has that item in inventory).


And please, in the case of future problems do not cut away the (very important) page numbering above the event area - in the case of single-page-event that is not important, but as soon as you begin using multiple pages the page numbering becomes very important.
 

Zoltor

Veteran
Veteran
Joined
Jan 18, 2014
Messages
1,550
Reaction score
211
First Language
English
Primarily Uses
do not use conditional branches, use multiple pages and the conditions.

The condition "item exists" means "item in inventory", make that the condition of the second page and then make a different transfer command on that page (which will only happen if the player has that item in inventory).

And please, in the case of future problems do not cut away the (very important) page numbering above the event area - in the case of single-page-event that is not important, but as soon as you begin using multiple pages the page numbering becomes very important.
Can you please tell my why people do that sigh, especially since they have to go out of their way to crop off more of the SS, then is needed? It's an annoying practice from new comers, that shouldn't be taking place to beginwith(there's no reason to do that at all)..
 
Last edited by a moderator:

JoshGaarax3

Warper
Member
Joined
Jul 28, 2014
Messages
4
Reaction score
0
First Language
English
Primarily Uses
well i'm screwed :p ah well im still learning so its all part of the fun but thanks for the help none the less
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
Maybe shotgun indicates that the item is in inventory? Although the variable needs to be set immediately before the conditional branch if you're going to go that way, because removing the shotgun from inventory is not going to automatically update the variable - it is set to how many are in inventory AT THE TIME THE CONTROL VARIABLES is executed, not forever after.


But yes. First event page with no conditions sends you to the normal room. Second event page with "shotgun in inventory" as a condition on the page (above the sprite, not in the event commands) sends you to the special room. Then as long as you have the shotgun you'll go to the special room, so if it's a one-off thing and you want to kill the boss and never go to that room again, make sure the shotgun is removed and they can't get another.
 

GrandmaDeb

Modern Exteriors Posted!
Veteran
Joined
Apr 25, 2012
Messages
4,467
Reaction score
2,942
Primarily Uses
It sounds like a cool idea, Josh.

This is how I did it.



Andar's way would also work.

I suggest you poke around in the link at the bottom of his signature for some tips and help for new users, as well as the (purple link to) Beginner's tutorials in my signature. I think you are creative and will make a great game!
 
Last edited by a moderator:

JoshGaarax3

Warper
Member
Joined
Jul 28, 2014
Messages
4
Reaction score
0
First Language
English
Primarily Uses
i'll give that a go and if it works i owe you one 
 

JoshGaarax3

Warper
Member
Joined
Jul 28, 2014
Messages
4
Reaction score
0
First Language
English
Primarily Uses
its weird i do as the thing says but it always ends up doing it weirdly like i want the text to appear wait a second then go through the door if the item is right i mean it all works dont get me wrong so thank you for that but what its doing is going through the door bringing the text up and then transactioning to the area i'll play around a little see if i can get it working but hey thanks for that i forgot the conditional branch had more tabs at the top 
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,674
First Language
German
Primarily Uses
RMMV
JoshGaarax3, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


If you have problems, just post screenshots of your current event pages and we'll see how to imprive your event.
 

GrandmaDeb

Modern Exteriors Posted!
Veteran
Joined
Apr 25, 2012
Messages
4,467
Reaction score
2,942
Primarily Uses
Yeah, you are right, this is better:





I didn't put two different locations in the transfers, but you will have to put those in specifically for your game anyways.


I can see how the text wasn't well lined up the way I first did it - thanks for saying something.


The only thing is - this doesn't have "three ways" so I am not sure what you want about that.


If you want to take away the key item, you need to do that at some point.


I am not sure what you want after you go through the door.
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,859
Messages
1,017,030
Members
137,566
Latest member
Fl0shVS
Top