- Joined
- Jun 26, 2013
- Messages
- 19
- Reaction score
- 5
- Primarily Uses
Greetings!
I'm trying to make a swimming system and a flight one. The point is that the swim is almost exactly equal to the Vehicle boat (not ship), with the difference that it is not necessary to interact with the boat on the map, but just touch the Tile of water (I choose Tag == 2). But the flight IS exactly equal to the use of the vehicle airship. I'll simply change the sprites Boat and Ship for the character swimming and flying, but need that little detail via scripting.
What I want?
A way to force the player to enter the vehicle Boat soon as you touch the water Tile, identified by Tag Terrain == 2. From there, follow normal. That is if the player tries to 'get out of the vehicle', the system comes as standard, allowing if it is on the edge of the water, and not allowing if it is in the middle of the sea.
Similarly, a way to force the player into the vehicle Airship through a skill menu (This skill can be identified by having a notetag determined ID, or call a common event, whatever).
How would I do?
Here's my reasoning only, which must be translated into RGSS3. Perhaps it is useless, I'm just trying to help.
- Boat
Variable Options: [Variable coordxboat] = Player Map X
Variable Options: [Variable coordyboat] = Player Map Y
Position information: [Variable terrainboat] = Terrain ID [coordxboat], [coordyboat] #Save the Terrain Tag where the player is in real time
Conditional structure: [terrainboat] == 2 #Test if that Tile is water where you can swim
> Conditional structure: [Variable swimproficiency] <= 25 #Test if the player 'can swim', minimum 25
>> Expression Balloon: !
>> 1 step
>> Post: "Hey, I can not swim yadayada .."
> Else
>> Call script: (Get on the boat) #In this case, the player IS the tile == 2, and can swim, then he 'enters the boat', that is, begin to swim, and the character behaves like the vehicle boat. (because it IS a vehicle boat)
- Airship
The Airship need not be 'raised' a specific Terrain, and will not be called 'automatically' (to touch certain tile as the boat, for example). So to use the Skill 'Fly', the character 'enter the airship', that is, starts to fly, and the character behaves like the ship vehicle.
Already my arigatou gozaimassu!
I'm trying to make a swimming system and a flight one. The point is that the swim is almost exactly equal to the Vehicle boat (not ship), with the difference that it is not necessary to interact with the boat on the map, but just touch the Tile of water (I choose Tag == 2). But the flight IS exactly equal to the use of the vehicle airship. I'll simply change the sprites Boat and Ship for the character swimming and flying, but need that little detail via scripting.
What I want?
A way to force the player to enter the vehicle Boat soon as you touch the water Tile, identified by Tag Terrain == 2. From there, follow normal. That is if the player tries to 'get out of the vehicle', the system comes as standard, allowing if it is on the edge of the water, and not allowing if it is in the middle of the sea.
Similarly, a way to force the player into the vehicle Airship through a skill menu (This skill can be identified by having a notetag determined ID, or call a common event, whatever).
How would I do?
Here's my reasoning only, which must be translated into RGSS3. Perhaps it is useless, I'm just trying to help.
- Boat
Variable Options: [Variable coordxboat] = Player Map X
Variable Options: [Variable coordyboat] = Player Map Y
Position information: [Variable terrainboat] = Terrain ID [coordxboat], [coordyboat] #Save the Terrain Tag where the player is in real time
Conditional structure: [terrainboat] == 2 #Test if that Tile is water where you can swim
> Conditional structure: [Variable swimproficiency] <= 25 #Test if the player 'can swim', minimum 25
>> Expression Balloon: !
>> 1 step
>> Post: "Hey, I can not swim yadayada .."
> Else
>> Call script: (Get on the boat) #In this case, the player IS the tile == 2, and can swim, then he 'enters the boat', that is, begin to swim, and the character behaves like the vehicle boat. (because it IS a vehicle boat)
- Airship
The Airship need not be 'raised' a specific Terrain, and will not be called 'automatically' (to touch certain tile as the boat, for example). So to use the Skill 'Fly', the character 'enter the airship', that is, starts to fly, and the character behaves like the ship vehicle.
Already my arigatou gozaimassu!

