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- Nov 4, 2015
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Okay, so I have been tinkering with the variables and stuff after Andar was kind enough to explain some of it to me and I have managed to create 3 dungeon tools (things the player can use on the map to interact with other events on the map...sorta like the ones from Wild Arms) even with the lack of plugins for this kinda thing.
I've managed to make a bomb that can break rocks, a sword to smash objects, and a fairy-helper-person who can reach otherwise unreachable chests and items (including switches on the map). They are all working as they should (based solely on what they should/could do), except for the last one.
1. First point: I can get Solene (the fairy-helper-person) to appear, and interact with objects and such, but there are some areas in the map that I do not wish for her to be able to move to.
I have this test map:
As you can see there are dead trees on the lower right of the map, and a chest. Those trees can only be cut down by Actor 2's sword (which is working perfectly). And that is the only way that the chest can be obtained. Now, Actor 3 has Solene. Solene can--as I have said--move to places the Player otherwise couldn't and open chests (such as the one on the left of the test map. She can open that chest just fine. And I didn't set the treasure being surrounded by the trees to be opened up by her. What I am trying to do, however, is to keep Selene from getting within the space around those trees and even atop the trees themselves.
To make it clear, what I am trying to do is that when the Player presses the "Q" key on the keyboard, there are some places even Solene can't get to and at such places, instead of materializing where she would normally go upon pressing that key, she would be a step behind whatever event/tileset is blocking her.
What I have so far, is this event for the player pressing the button and the event tied to that which makes Solene appear:
Selene herself has an event on the map (she's that event on the left hand side of the map)...so do the other "tools".
Now, my question is:
In this setup since I am not using the move route to move Selene, how can I go about keeping her from getting to those places. Like hinder her by those trees, a wall, the fences and stuff like that?
2. Second point: As I have stated above, the Player can call up these "tools" by pressing the 'Q' key. My second question is: how do I keep the player from using a tool immediately after using a first one?
What I mean to say is, the Player will be able to rotate who the leader is (as these "tools" can only be used if a specific actor is the Leader of the party) by pressing the "W" key. I want to keep the player from quickly changing leaders to use a different tool. Or making Selene appear too much just for the heck of it even when she isn't particularly needed. Without limiting the tools themselves.
3. Third point: As I have mentioned above as well, the Player can change the Party Leader by using the "W" key. I have, upon research, found this script call for that purpose:
$gameParty._actors.push($gameParty._actors.shift());
$gamePlayer.refresh();
$gameMap.requestRefresh();
And created a common event called "Leader Change" that checks whether "W" is pressed and then runs the code above.
The problem is that there are instances when all the code does is flicker and not change the positioning/formation of the actors as it would have.
So, is there any other way to do this whole Leader-change thing without the Player having to go into the Menu and change formation there?
Thank you again in advance for the help anyone will be able to provide me with this.
I've managed to make a bomb that can break rocks, a sword to smash objects, and a fairy-helper-person who can reach otherwise unreachable chests and items (including switches on the map). They are all working as they should (based solely on what they should/could do), except for the last one.
1. First point: I can get Solene (the fairy-helper-person) to appear, and interact with objects and such, but there are some areas in the map that I do not wish for her to be able to move to.
I have this test map:
As you can see there are dead trees on the lower right of the map, and a chest. Those trees can only be cut down by Actor 2's sword (which is working perfectly). And that is the only way that the chest can be obtained. Now, Actor 3 has Solene. Solene can--as I have said--move to places the Player otherwise couldn't and open chests (such as the one on the left of the test map. She can open that chest just fine. And I didn't set the treasure being surrounded by the trees to be opened up by her. What I am trying to do, however, is to keep Selene from getting within the space around those trees and even atop the trees themselves.
To make it clear, what I am trying to do is that when the Player presses the "Q" key on the keyboard, there are some places even Solene can't get to and at such places, instead of materializing where she would normally go upon pressing that key, she would be a step behind whatever event/tileset is blocking her.
What I have so far, is this event for the player pressing the button and the event tied to that which makes Solene appear:
Selene herself has an event on the map (she's that event on the left hand side of the map)...so do the other "tools".
Now, my question is:
In this setup since I am not using the move route to move Selene, how can I go about keeping her from getting to those places. Like hinder her by those trees, a wall, the fences and stuff like that?
2. Second point: As I have stated above, the Player can call up these "tools" by pressing the 'Q' key. My second question is: how do I keep the player from using a tool immediately after using a first one?
What I mean to say is, the Player will be able to rotate who the leader is (as these "tools" can only be used if a specific actor is the Leader of the party) by pressing the "W" key. I want to keep the player from quickly changing leaders to use a different tool. Or making Selene appear too much just for the heck of it even when she isn't particularly needed. Without limiting the tools themselves.
3. Third point: As I have mentioned above as well, the Player can change the Party Leader by using the "W" key. I have, upon research, found this script call for that purpose:
$gameParty._actors.push($gameParty._actors.shift());
$gamePlayer.refresh();
$gameMap.requestRefresh();
And created a common event called "Leader Change" that checks whether "W" is pressed and then runs the code above.
The problem is that there are instances when all the code does is flicker and not change the positioning/formation of the actors as it would have.
So, is there any other way to do this whole Leader-change thing without the Player having to go into the Menu and change formation there?
Thank you again in advance for the help anyone will be able to provide me with this.
