Hm is it possible to create a "praticol" Open spell through eventing?

Zoltor

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I can't seem to figure out how to make a spell open a door, without the need to have a common event, "turn on a switch"

You see, I want a spell to open just 1 door per use(specifically the door right in front of the player), not every door on the map.

Can this even be done through just eventing or am I gonna need to use a script to do this?
 

Andar

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the common event needs to use control variables (to get player coordinates and facing) and get location info (on that place in front of the player) to identify the event in front of the player, and then take control of that event to "open the door".


You'll need to do that without switches, just by change grafic/move event and similiar options for a single page event to change.
 
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Zoltor

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the common event needs to use control variables (to get player coordinates and facing) and get location info (on that place in front of the player) to identify the event in front of the player, and then take control of that event to "open the door".

You'll need to do that without switches, just by change grafic/move event and similiar options for a single page event to change.
Ok I set a variable for player screen X, Y, and facing, but there's no way to simply take over an event you're facing. The move route options are limited to the payer, and very specific events(by name).
 

Kes

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If you decide that you have to go down the script route, there is Shaz's Region Common Events script here http://forums.rpgmakerweb.com/index.php?/topic/17306-region-common-events/.  This would enable you to paint a region on the door which when you are facing it will call up a common event.  That common event can 'run' the skill use dialogue or however you are indicating to the player that a skill is being used, apply any skill animation (maybe just use 'force action') and then manipulate the door event so that its set route happens and the door opens.
 
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Cozzer

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I think a more user-friendly way (for both the player and you) would be to include it into the door themselves.

When the player checks an open door, if one of the characters has the spell the game asks something like "This door is closed. Do you want to use the 'open' spell?"

If he says yes, the game checks if he has enough MPs and subtracts them.
 

Kes

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@cozzer

Now you mention it, yes it would be.  All one would need to do is use the 'Actor has learned skill' on tab 2 of the conditional branch, and you're good to go.
 

seita

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This can most definitely be done with eventing and a little bit of event-scripting to make things faster or more dynamic.

  • How exactly are you activating the spell?
  • Is it a button press on the map, or using it in the menu?
  • How far is the player from the door when they can activate this spell?
  • Are you also using a pixel based movement script or just the default?
Depending on those I'd have specific solutions~
 

Zoltor

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This can most definitely be done with eventing and a little bit of event-scripting to make things faster or more dynamic.

  • How exactly are you activating the spell?
  • Is it a button press on the map, or using it in the menu?
  • How far is the player from the door when they can activate this spell?
  • Are you also using a pixel based movement script or just the default?
Depending on those I'd have specific solutions~
From Menu, one space(I know how to make the spell only work in certain places, so that's not the problem), and no, the default.

To ksjp: That's not exactly what I want, but that would be great for other things, like making different regions have their own random encounter rate, and it would be a more efficient way to have special effect terrains(pit falls, varying damaging tiles, and secretly hidden events in general). Hmm, you know what, I could make good use of this, while not for what this topic wanted, this will fix a problem I perceived(not being able to set different dmg values to different tiles for example), and allow me to do some things I was planning to impliment more efficiently, so thanks.

To Cozzer: I thought of that ages ago, but I wanted to see if there was a non-scripting way, to make a "real" Open Spell, not just a simple condition branch, with a choice, as the condition branch/choice route is tacky to say the least..

Bah It's no big deal I suppose, since I'm gonna mainly use keys anyway, I just thought this would be a nice option , but damn I never thought this simple spell would've been such a problem with eventing(you can do things so much more complex then this with eventing, but evidently I happened upon a oversight limitation, a little crack if you will, in the versatility of the event commands), so I'll probally let the idea go.
 

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