Help eventing a basic puzzle room needed.

Jake5555

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I'm relatively new to the RPG maker, but am in need of some assistance with constructing a room, which is an essential template for the rest of my game.

The room is very simple, push a boulder into a hole, it falls through.

the two things I need help with are:

1.How do I make the boulder disappear as it reaches the right square.

2.How do I make the room reset (by leaving and coming back) if you get boulder stuck and need to start the puzzle again.

I;m sure the first is a silly question, but I can't seem to figure out how to make an event occur because of the position of another event(the boulder).

Thanks for any and all help!

Jacob
 

Malstrom

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Well, I came up with a solution. It has a few disadvantages I would like to avoid, so I hope someone can suggest an improvement to this.

Here's the general situation I created for the example:

img1.PNG

Here we have as events a rock a hole and a fainted lady that transfers you to another map (?).

A. Making the rock disappear in a hole:

My idea here was to make a script call in for a conditional branch. If the hole and the rock share the same coordinates, the rock activates a self switch which directs it to a blank page. Normally two events can't share the same coordinates so I had to mark the Through square in the hole event. This means you could go through the hole unless you have parallel process that makes you fall and enter gain in the room.

So, here is the rock:

img2.PNG

The script call I used in the conditional branch was this one:

$game_map.events[@event_id].x == $game_map.events[3].x && $game_map.events[@event_id].y == $game_map.events[3].y

I don't know how much you know about scripting, this is saying basically that: "if this event ($game_map.events[@event_id]) shares the same X coordinate AND the same Y coordinate with the hole event ($game_map.events[3]) then the conditions are met".

Important: $game_map.events[3] is the ID event for the hole in my own map. You can check the ID of your events at the top of the window. Also, you will have to copy the same code for each hole.

B. Reseting after leaving:

I made a switch called [RESET] and added it to the event that moves you to the room with the rocks. You could put it in the event that moves you OUT the room, but notice that during the fade out the rocks will move and that isn't a nice effect.

img3.PNG

Then I added a page to the event rock with a parallel process that states that: "If RESET is ON, transfer this event to position X and Y". This position should be obviously the original one. 

Edit: As Andar said, there is no need to reset the location.

img4.PNG

Notice that I switched OFF the self switch A just in case the rock fell through the hole. So this places the rock where it was as if nothing happened.

The main problem is that, as I said before, I forced to make the hole a through event and you may not like it.

If I didn't explained myself well or you want some acclarations, just ask away.

Edit: It isn't necessary to do any of this.
 
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Andar

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You don't need to do anything to reset the puzzle - by default all events return to their original position upon entering a map.


In fact, you'll need a script to force an event to remember a position from a previous time on the map.
 

Malstrom

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You don't need to do anything to reset the puzzle - by default all events return to their original position upon entering a map.

In fact, you'll need a script to force an event to remember a position from a previous time on the map.
Well that's painfully true. Sorry Jake, I messed up.

Still, you'll need to make the rocks reappear when they fall through holes so the only difference with my previous post would be deleting the Set  Event part of the event page of the rock.
 
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Andar

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No, not even that. In the rock example above, replace the control switch command with a erase event command and remove both the second and third page of the event.


Erase event is automatically cancelled on reloading a map - that is the very reason why you need to use switches for getting rid of events forever, because it will be reloaded if you use the simple and temporary erase event instead.
 

Jake5555

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Cheers for your help guys!!

will add you to help in credits!
 

Malstrom

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So this should be enough, right? It works on the game at least.

img.PNG
 
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