TNinja's TrapMaster Tutorial
Originally posted at RPG Maker VX.com by me.Updated since: 09.05.09
20:02PM (GMT+1)Well, who doesn't love traps? I love them. They are hidden and suprising. Either deadly or just-for-fun. I will write down what I know about setting them. With events.
This tutorials is made for newbies about setting traps. Well, it may fit experienced authors too. I can't really judge.
Contents:
-[Practical]Touch traps: Traps that activates when touched. There are more than only basic traps here. (3 Traps)
-[Practical]Phased traps: Traps that turns on and off by itself. (1 trap)
-[Practical]Random Traps: Same as other traps, but with random effects. (2 Traps)
-[Theory]Trap Locations: Traps must be placed with care. Not randomly spreaded. Know your locations.
-[Theory]Tips: To make sure you won't screw up. Otherwise, doublechecking your love for traps.
It's gonna be a long explanation, so I'll tell about three of them here, and upload a demo.
[PRACTICAL]Touch Traps
These traps are the basic ones. As the name suggests, it activates when the player touches it.
This part will show you how to set it up, and will tell you how to tweak it. I have come up with 3 traps that activates when thouched.
-Type 1: Basic Touch-
This is a basic trap. The player touches it, the party loses HP, and the player will be pushed backward. The trap will reset after this, making it impassable.
Make an event. That event will be your trap. Make it two pages.
Page 1:
-Set it's Priority to "Below Character".
-Set it's run to "Player Touch".
-Make a Self Switch A for it, and set it to ON.
Page 2:
-Set it's Priority to "Below Character".
-Set the condition to "Self Switch A".
-Set it's run to "Autorun".
-[Additional] Set a sound for when the player receives damage.
-Set a damage for the party. Any damage is fine.
-Set player move route to "1 Step Backward".
-[Additional] Make the event's move route to "Turn Right", "Wait", "Turn Left", "Wait" then "Turn Down", to animate it's deactivation.
-Set the "Self Switch A" to OFF.
Short and easy wasn't it?
-Type 2: Reaction Touch-
These traps are medium class traps. Using the basic function for activation, but with a different setup.
When the player touches the trap, the player will be given some time to avoid it.
It's very fun to hide these kinds of traps, and make then lethal. A punishment for being careless I'd say.
Make an event. This is your beloved trap. Make it 3 pages.
Page 1:
-Set it's Priority to "Below Character".
-Set it's run to "Player Touch".
-[Additional] Make a warning. A balloon icon and a "click" sound is good.
-Make a timer. 2 or 3 seconds are perfect.
-Make a Conditional Branch. Make it a timer 1 second or more. Making it hit 0 to activate is impossible it seems. Set handling when conditions do not apply.
[First Handle]
-Make a Conditional Branch inside the first handling. Set it to "C button being pressed".
-Stop the Timer inside the Conditional Branch.
-Set player move route to "1 step Backward" inside the Conditional Branch.
-Set "Self Switch B" to ON inside the Conditional Branch. This activates Page 3.
[Second handle]
-Stop the Timer.
-Set "Self Switch A" to ON. This activates Page 2.
Page 2:
-Set it's Priority to "Below Character".
-Set it's run to "Autorun".
-Set it's Conditions to "Self Switch A".
-Set the damage for the party.
-Set player's move route to "1 Step Backward".
-[Additional] Set a sound and the event's move route to "Turn Right", "Wait", "Turn Left", "Wait" then "Turn Down", to illustrate a deactivation.
-Set "Self Switch A" to OFF.
Page 3:
-Set it's Priority to "Below Character".
-Set it's run to "Autorun".
-Set it's Conditions to "Self Switch B".
-[Additional] Set a balloon icon of relief or something to make it more lively.
-[Additional] Set a sound and the event's move route to "Turn Right", "Wait", "Turn Left", "Wait" then "Turn Down", to illustrate a deactivation.
-Set "Self Switch B" to OFF.
That wasn't too hard was it? Or is it?
[PRACTICAL]Phase Traps
Thanks to Devil With In for the final parts.Phase traps is also a basic one, but it's a little tricky for the author who is not familiar with Variables.
These traps turns on and off by itself. How long it takes between the DeActivations is up to the author. It goes in a phase.
-Type 1: DeActivationThe basic ones of the phase traps. Everything were explained just above, so let's spare this and go straight on.
Make an event. This is your trap. Make it two pages.
Page 1:
-Set it's Priority to "Below Character".
-Set it's run to "Parallel Process".
-[Additional]: Make the event's move route "Turn Left", "Wait", "Turn Right", "Wait" and then "Turn Up" to animate it's activation.
-Set "Self Switch A" to ON.
Page 2:
-Set it's Priority to "Same as Character".
-Set the condition to "Self Switch A".
-Set it's run to "Parallel Process".
-Make a Variable. We name it "Player's Map X". Set it to Player's Map X. This will track the player's X position.
-Make a Variable. We name it "Player's Map Y". Set it to Player's Map Y. This will track the player's Y position.
-Make a Conditional Branch, and equal it to the trap's X position.
-Make a Conditional Branch inside the previous one, and equal it to the trap's Y position.
-[Additional] Set a sound for when the player receives damage.
-Set a damage for the party. Any damage is fine.
-Set player move route to "1 Step Backward".
-[Additional] Make the event's move route to "Turn Right", "Wait", "Turn Left", "Wait" then "Turn Down", to animate it's deactivation.
-Set the "Self Switch A" to OFF.
Well, how simple was that?
The reason I put Page 2 to "Same as Character" was to block the player from going through it. The Variable method will NOT work if the player enters it. It will only work if the player already is on it.
[PRACTICAL]Random Trap
This is in sense an extension of he other traps.
-Type 1: Basic RandomnessA simple walk and bet trap. Walk on it and see what surprise you get.
Make an event. This is your trap.
Page 1:
-Set it's Priority to "Below Character".
-Set it's run to "Player Touch".
-Make a Control Variable. Let's call it "Random Trap". Set to Random. The first values hould be set to 1, and the second value will depend on how many traps you wish to set.
These values represents the trap you use. Like this:
If it's set like "Random 1 ~ 3", you are then setting 3 traps.
-Make a Conditional Branch. Set Variable "Random Trap" to Constant, and the number representing your trap.
-Set your trap effect here.
-Make as many Conditional Branches depending on how many values you have set for "Random Trap".
[THEORY]Trap Locations
Yes, traps are all fun and such. But here's another fun with traps. That you place them wisely, and not randomly scattering them like you dropped a plate of cookies.
Show your love. I will list some nice spots.
-After a boss: This could mess up anyone's anger. Think about it. After an intense boss fight, you find relief. Then you just went on a trap.
-Before a boss: This could really mess up a strategy. No heal point, punish the gamer for not being prepared. Also the player will hate you.
-Obvious paths: Punish the naive ones. Like, if there's a chest there, set a trap. Treasures aren't meant to be THAT easy to catch, nya?
3 nice spots. The rest? That's in your head. Be creative. Show your love for traps.
The whole point with traps, is to reach the player's sanity. But don't overdo it. Your fun need some limits too.
[THEORY]Tips:-Making obvious traps, can't be all that fun. But a dud among the obvious ones can "Protect" a treasure chest.
-Don't make a sprite for page 1 if you want to hide a trap. Surprise attacks are the fun.
-Spike traps sure are fun, but try to vary from poison to fire burst. If it's too hard to put an animation, try flashing the screen instead. Like a Flash Bang. FOFF!
-Don't overdo it. Sure, lots of traps are fun, but overdoing it can make a game too hard. And the player might kill you with no sanity left.
Aren't traps just wonderful?
Download the master's DEMO
I have confident in my english, but I'm not saying I'm perfect.
-If you don't understand due to bad grammars (It doesn't exist! You never saw one.), say it.
-If you simply don't understand, ask. It's a nice community, and no one's gonna shoot you.
-Tell me if something is bugging with the traps. Or ask other people. Either way is fine.
-Suggestions? Single and free.
More stuff MAY be added. I'm trying to make up some new traps to set. I think
This post has been edited by TNinja: May 9 2009, 10:02 AM