- Joined
- Nov 11, 2015
- Messages
- 467
- Reaction score
- 226
- First Language
- Portuguese
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- RMMV
Hi there, guys!
I'm with a problem here: I want my players able to deal with traps instead of just avoiding (or activating) them.
The adventurer's party is running down the corridor to the treasure room after dealing with the undead that infested this old crypt. Paying attention to the details, the Thief noticed one that one of the tiles on the floor have a different pattern from all the others. Afraid it might be a trap, he uses a pole to press such tile, revealing a 10 feet hole underneath it. Whoa, that would have been one heck of a fall.
The problem here is that interacting with an event is either Action Button or Player Touch (or Event Touch, or Parallel, or Autorun...) and I can't find a way to trigger this without making a second (invisible) event to be the player-interaction trap. This sucks because I would need sometimes 4 such events (each for each adjacent square) and deal with global switchs instead of self switches (so the player would not deactivate the same trap thrice - each for each side - and fall in it because he entered the square from another angle).
Any help on how to deal with this? Thanks!
I'm with a problem here: I want my players able to deal with traps instead of just avoiding (or activating) them.
The adventurer's party is running down the corridor to the treasure room after dealing with the undead that infested this old crypt. Paying attention to the details, the Thief noticed one that one of the tiles on the floor have a different pattern from all the others. Afraid it might be a trap, he uses a pole to press such tile, revealing a 10 feet hole underneath it. Whoa, that would have been one heck of a fall.
The problem here is that interacting with an event is either Action Button or Player Touch (or Event Touch, or Parallel, or Autorun...) and I can't find a way to trigger this without making a second (invisible) event to be the player-interaction trap. This sucks because I would need sometimes 4 such events (each for each adjacent square) and deal with global switchs instead of self switches (so the player would not deactivate the same trap thrice - each for each side - and fall in it because he entered the square from another angle).
Any help on how to deal with this? Thanks!

