- Joined
- May 8, 2014
- Messages
- 90
- Reaction score
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- First Language
- English
1. I want to note that I've tried all the ABS scripts and one system got close to what I wanted but I will describe in detail what didn't work out for me below under "WHY?"
Press a button > Shoot a projectile > Trigger event self switch > Else on touch have the option to hurt the player
NO HEALTH - NO GUI - NO DATABASE REFERENCING - NO COMPLEX SYSTEM
WHY? I've tried all the ABS systems already
- BUT I DO PRAISE THEM ALL FOR THEIR HARD WORK
1. One wouldn't let me have the option to hurt the player on event touch because it acted like a puzzle piece, checking if the arrow hits it only.
2. The other system would crash if i pressed the arrow shoot button too fast because it was intended for different use. Slow shots.
3. Another system references a database and has a permanent GUI and is very complex. See also Reason #5.
4. Another system has weird player / enemy moving forward and back.
5. Having this requested system will finally let me have SPACE or ROOM to make my game! I wont be bogged down by the other ABS's "Bloatware" -Sorry
Heres the DEETS!
1. When you press A on the keyboard a projectile shoots depending on where you're facing.
2. The projectile moves all the way until it hits a solid non passable tile or event and erases.
2. The enemy event has a script call or comment "check" that turns on self switch A (this is where they will die)
3. UNLESS they haven't been hit "projectile check" will be ignored and the events after will follow (this is where the player gets hurt)
So:
Enemy Event [page 1]
Approach Enemy
Trigger Event Touch
@>"Hit" Script Call or Comment (checks if they have been hit by projectile to turn on self switch A)
<IF the enemy didnt get hit in the above "check" the events following this will take place, making the player get hurt>
@>Set Move Route - Move player 1 step back
@>Blah Blah
@> Lower Player HP
Enemy Event [page 2]
Parallel Process
Self Switch A is on
@>Set Move Route - Move this Event Back
@> Blah Blah
@> Erase Event
The Projectiles:
1. I would like it so the projectile shot come from a character sheet. So I can use an arrow for each direction.
2. I would like a script call to change/increase the number of arrows shot before it locks you to wait till the arrow hits something
3. I would like a numerical value in the script to change the speed of the arrow.
BONUS:
*I have my mind set for enemies rushing the player (like zombies) BUT
If you can make the enemy shoot the same projectiles in the same fashion of the player.
REFERENCE:
AKRISTAS RING
https://www.youtube.com/watch?v=wy10OJ1dr-k#t=11
Please Please know that I have truly tried all the available ABS Scripts and tried to bend them to my wishes. Please dont lock me out I'm a looong time lurker back before rmxp. I even played with RPG MAKER FOR THE GAMEBOY COLOR! I NEED this simple system/script, of all the games I've tried making complete this would be the core of what I need to finally get it done.
Super Basic Projectiles
What I'm looking for is a simple:Press a button > Shoot a projectile > Trigger event self switch > Else on touch have the option to hurt the player
NO HEALTH - NO GUI - NO DATABASE REFERENCING - NO COMPLEX SYSTEM
WHY? I've tried all the ABS systems already
1. One wouldn't let me have the option to hurt the player on event touch because it acted like a puzzle piece, checking if the arrow hits it only.
2. The other system would crash if i pressed the arrow shoot button too fast because it was intended for different use. Slow shots.
3. Another system references a database and has a permanent GUI and is very complex. See also Reason #5.
4. Another system has weird player / enemy moving forward and back.
5. Having this requested system will finally let me have SPACE or ROOM to make my game! I wont be bogged down by the other ABS's "Bloatware" -Sorry
Heres the DEETS!
1. When you press A on the keyboard a projectile shoots depending on where you're facing.
2. The projectile moves all the way until it hits a solid non passable tile or event and erases.
2. The enemy event has a script call or comment "check" that turns on self switch A (this is where they will die)
3. UNLESS they haven't been hit "projectile check" will be ignored and the events after will follow (this is where the player gets hurt)
So:
Enemy Event [page 1]
Approach Enemy
Trigger Event Touch
@>"Hit" Script Call or Comment (checks if they have been hit by projectile to turn on self switch A)
<IF the enemy didnt get hit in the above "check" the events following this will take place, making the player get hurt>
@>Set Move Route - Move player 1 step back
@>Blah Blah
@> Lower Player HP
Enemy Event [page 2]
Parallel Process
Self Switch A is on
@>Set Move Route - Move this Event Back
@> Blah Blah
@> Erase Event
The Projectiles:
1. I would like it so the projectile shot come from a character sheet. So I can use an arrow for each direction.
2. I would like a script call to change/increase the number of arrows shot before it locks you to wait till the arrow hits something
3. I would like a numerical value in the script to change the speed of the arrow.
BONUS:
*I have my mind set for enemies rushing the player (like zombies) BUT
If you can make the enemy shoot the same projectiles in the same fashion of the player.
REFERENCE:
AKRISTAS RING
https://www.youtube.com/watch?v=wy10OJ1dr-k#t=11
Please Please know that I have truly tried all the available ABS Scripts and tried to bend them to my wishes. Please dont lock me out I'm a looong time lurker back before rmxp. I even played with RPG MAKER FOR THE GAMEBOY COLOR! I NEED this simple system/script, of all the games I've tried making complete this would be the core of what I need to finally get it done.
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