Tutorial-Blog Eventing Spike Traps for Dungeon Floors

overlordmikey

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Hmmmmm, I wonder how one would go about making it so that the spike trap is hidden until you first step on it? I can think of a few ways honestly.

Anyway - this is a nifty tutorial.
 

Soulrender

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I read tutorial and for begginers it is great, but um... It has one major flaw that ruins immersion of game. What in situation, when party contains more than 1 hero and if that hero get over spikes and follower stands behind him and trap is still on? Hmmm?
 

overlordmikey

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I read tutorial and for begginers it is great, but um... It has one major flaw that ruins immersion of game. What in situation, when party contains more than 1 hero and if that hero get over spikes and follower stands behind him and trap is still on? Hmmm?
Well there are a couple ways to handle that. One example is the trap pushes you back and you use Gather Party and of course there is just not having followers shown at all.
If that is Graphically unappealing:
"Step On Trap
Gather Followers
Turn off Followers
Have Character Jump back in pain
Gather Followers (can't remember if this is required)
Turn followers back on"
 

Soulrender

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@overlordmikey Yes! I absolutely agree with you, there is on this board nice script to use inside event that checks who stands on trap (either leader or follower) and by it's index drops hp by given formula.

I don't remember exact post title of this script, but I'm 100% sure it is still open topic.
But my point is, why it wasn't included in this tutorial.
 

hiddenone

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@overlordmikey Having the spike traps hidden before being stepped on can be really simple to do actually, you should be able to copy the trap event page and use a self-switch to have the spikes appear when the player steps on them. Something like this should work:
spiketrap1.png
spiketrap2.png
@Soulrender I try to make all of my tutorials plugin-free since I can't be sure what other plugins devs are using and don't want to cause a plugin conflict, so if it requires a plugin then it's unlikely it'll appear in a tutorial. These are also meant to be starting points for people, to help people realize how they can add something to their game and then inspire them to take the idea to the next level. If I tried to cover every possibility, these tutorials would become enormous. :rswt

Also, I just prefer not having followers on the map, so I don't think about mentioning them most of the time.
 

kirbwarrior

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For that last one where you change a lot of events at once, the script idea is solid. I did something similar with a variable and had each event have multiple pages based on the number in that variable so they'd all be in sync. I feel like the scripting version is cleaner.
 

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