Icelord888

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So I am making this short game, where I have a dungeon that I want to slowly fill with water or gas or lava. The player needs to do some tasks before the map is completely flooded. If a player touches the flooded tiles, it is a game over.

Then I started implementing this by using the standard eventing and I realized how hard it will actually be, because I need to just spawn events that kill the player and just slowly fill the map with them. I know that there are plugins for event spawning but what I am looking for is something that will duplicate itself on a passable tile or on a player once every few seconds, to create a spillage effect.

I am not sure if this is the way to do it, but please give me some tips or some plugins (if you know of some) that achieve this spillage effect.
 

fizzly

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Create the same (but different) maps, with flooded levels, then every X time, save player position to variable X and Y, then teleport the player to the another flood level map. This is the easiest way without scripting, etc.
 

Icelord888

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Create the same (but different) maps, with flooded levels, then every X time, save player position to variable X and Y, then teleport the player to the another flood level map. This is the easiest way without scripting, etc.
This doesn't help me at all I want the flood to slowly creep up overtime and if I use your approach I would end up with about a hundred maps that are slightly different, in which case I might as well teleport events in and make them slowly walk forward.
 

Aerosys

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Using Shaz Tile Changer you can replace tiles with water tiles without using events. Then you can make an Event with parallel process that checks the tile Id that the Player is standing on and do a Conditional Branch, if this tile is the water tile. Event Commands, 3rd Page, "get Location Info" should help you to determine the tile id.
 

Icelord888

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Using Shaz Tile Changer you can replace tiles with water tiles without using events. Then you can make an Event with parallel process that checks the tile Id that the Player is standing on and do a Conditional Branch, if this tile is the water tile. Event Commands, 3rd Page, "get Location Info" should help you to determine the tile id.
I think we're getting somewhere, but I still need a way to have the tiles slowly creep in towards a certain point on the map, so to keep it simple, imagine them slowly going from the bottom of the map, to the top of the map.
 

ATT_Turan

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I think we're getting somewhere, but I still need a way to have the tiles slowly creep in towards a certain point on the map, so to keep it simple, imagine them slowly going from the bottom of the map, to the top of the map.
You make a parallel process. Devote two variables to keeping track of which X and Y you're looking at.

Use a Wait command so that you're only checking every second, few seconds, however long you want it to take for the water to advance. Then you change the tile at X, Y via Shaz's plugin.

Increment the Y variable, check for it to be the full width of the map, if it is, reset it to 0 and increment X. If you want something different, like an entire row gets flooded at once, do that instead.

Then check as Aerosys said to see if the player got caught.
 

Synrec

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What you want is in sprite_character code.

Set the bush depth to increase over time then set the water to be the only bush tile or set the water as it's own terrain.

Would you like an example code or is it understandable enough?

You will need to provide a set condition such that this does not retain that bush depth forever and it resets when leaving the map.
 

Icelord888

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I think I am starting to understand, I will have to see about changing only specific tiles into water tiles using shaz's plugin and its Js implementation, thank you, I may ask you again for syntax support in the horrible Js mess behind Rpg Maker but I think I got the gist of it. Many Thanks again!
 

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