Follow an object in a maze puzzle

bowserkoopa

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I am trying to make a puzzle, where there is a maze and a fireball. It moves through the maze, and after it moves, you are supposed to go through the EXACT same path the fireball moved through. If you go on a part that the fireball did NOT move on, you will fail and have to start over. Also, if you forget how it moved, you will be able to replay the fireball's movement.

How can I do this scenario?
 

Uzuki

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Hmm this sounds like this just needs alot of eventing. Have you tried making an event yourself? I don't know about replaying the fireball's movement unless you're willing to keep track of and use alot of switches. With the player failling part, I would just have a event were if the player touches it it transfers them back to the beginning.
 
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Anruth

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I would set regions on either side of the fireballs path or anywhere that the player isn't suppose to move. Then make it so that if the character stepped on that region he'd fail, etc.
 

Tommy Gun

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The fireball should be simple, assuming it's the same every time -- just use "move route" and have a button to replay it (first line of the event should be setting the location to the beginning of the maze). Maybe do a parallel process where the end sets "fireball = off", then have the button turn it back on to repeat.

Then, as Anruth said, use region codes for the player.
 

amerk

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That would be the simplest, as long as the fireball goes on a fairly linear path. However, if he plans to have the fireball looping around to previously visited regions or eventually touching a region that was once "untouchable", it could get complicated.

Similar to the Epitaph Sea in Wild Arms where you have to follow the Blue Wolf exactly (look at 1:05):

https://www.youtube.com/watch?v=EokljEb3KOk
 

bowserkoopa

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The fireball should be simple, assuming it's the same every time -- just use "move route" and have a button to replay it (first line of the event should be setting the location to the beginning of the maze). Maybe do a parallel process where the end sets "fireball = off", then have the button turn it back on to repeat.

Then, as Anruth said, use region codes for the player.
How do you use region codes?
 

Zoltor

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I'm confused, what the hell are you people telling the OP lol, forget all that, this should be simple.

All you have to do is set an event(aka with the fireball graphic), and have it move via move route. Then on every cell bordering the path that the char is suppose to walk, set it to touch, and teleport(or whatever failing entails) the char back to the area of the map where the char started, done.
 
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Tommy Gun

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Zoltor, that would require putting an event on EVERY cell the player might touch, whereas region codes can simply be "painted" on, and controlled with a single event.

Bowser, region codes are next to the event button in the editor, or just hit F7. Look up a tutorial for how to use them -- Shaz wrote a "sliding puzzle" tutorial that uses them in a similar way.
 

Zoltor

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Zoltor, that would require putting an event on EVERY cell the player might touch, whereas region codes can simply be "painted" on, and controlled with a single event.

Bowser, region codes are next to the event button in the editor, or just hit F7. Look up a tutorial for how to use them -- Shaz wrote a "sliding puzzle" tutorial that uses them in a similar way.
Regions are to set encounter locations, I see nothing that can change that(no event command, variable option I can tell, which would effect regions in any way).

I even asked last week, if there was a way to use regions to do things like tinting or whatnot with a script or otherwise, people more or less said no(noone even knows of a script already made, that can do that). events are events, and regions are regions, ones meant to do things, the other just dictates where you can encounter certain monsters.

As for a tutorial, finding anything specific in that forum is a nightmare, so if you can post a link, that would be helpful.
 
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Tommy Gun

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Sure thing, I just use google to search (faster than forum search) -- here's the tutorial: http://forums.rpgmakerweb.com/index.php?/topic/19851-how-to-make-a-sliding-picture-puzzle/

And to quote part:

Step 3

Use a region to draw over the area occupied by your puzzle (including the missing piece in the lower right corner). Make a note of the region id, as we'll use it in the common event. This is how we'll know whether a piece can be moved to an empty slot.
Down in step 4 Shaz uses "get location" and some variables to check if the player/block is (or isn't) standing in a specific region.

Also, there's a script that uses regions to either restrict player movement, or restrict NPCs from moving into specific regions: http://yanflychannel.wordpress.com/rmvxa/field-scripts/move-restrict-region/

And one for effects in regions: http://www.rpgmakervxace.net/topic/7046-region-effects/

So there are plenty of things you can do with regions besides battles!

For your "tinting", try: http://yanflychannel.wordpress.com/rmvxa/field-scripts/common-event-tiles/ (this uses terrain, not regions, but it might work for what you need)
 
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Zoltor

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Sure thing, I just use google to search (faster than forum search) -- here's the tutorial: http://forums.rpgmakerweb.com/index.php?/topic/19851-how-to-make-a-sliding-picture-puzzle/

And to quote part:

Down in step 4 Shaz uses "get location" and some variables to check if the player/block is (or isn't) standing in a specific region.

Also, there's a script that uses regions to either restrict player movement, or restrict NPCs from moving into specific regions: http://yanflychannel.wordpress.com/rmvxa/field-scripts/move-restrict-region/

And one for effects in regions: http://www.rpgmakervxace.net/topic/7046-region-effects/

So there are plenty of things you can do with regions besides battles!

For your "tinting", try: http://yanflychannel.wordpress.com/rmvxa/field-scripts/common-event-tiles/ (this uses terrain, not regions, but it might work for what you need)
I'm getting a headache just reading  that tutorial, Why Shaz didn't just use condition branches to make it, and call it a day, I have no idea(I never saw something so complex for a pretty simple action).

I'll look at the others though.

Yea, I came up with a way to use terrain for tinting as well, but a script for such would probally execute in a better way, so I'll take a look thanks
 

Anruth

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I use regions painted over pit areas to trigger the player to fall in the pit, and regions along side the pit to save the player location for when he uses the grappling hook to climb out.

Regionscan be scripted to do almost anything. I've only had RPG for about a month and a half but from what I'm seeing regions are a powerful tool.

Basicly, use a parallel event on the map to check if the player is on a region then script whatever you want.
 

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