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> [help] FINAL FANTASY XIII-2 Tile Trial Temporal Rift Puzzle
Kaimi
post Feb 23 2012, 07:15 AM
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Hi there!

I'm trying to incorporate Tile Trial Temporal Rift puzzle from Final Fantasy XIII-2 into my game which is made in RPG Maker VX. I am able to event that after collecting enough crystals I can make more appear, but I don't know should I make so that certain crystals appear when player has colected less crystals.

Example: player must collect 4 crystals in order for exit to appear, and there is a crystal which requires that if 2 or more crystals are collected, that crystal is gone forever.

I also managed to event retrying the puzzle so don't worry if player wouldn't be able to complete the puzzle on his/her first try.

Thanks in advance,
-=[Kaimi]=-

This post has been edited by Kaimi: Feb 23 2012, 07:15 AM
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heisenman
post Feb 23 2012, 08:19 AM
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QUOTE
Example: player must collect 4 crystals in order for exit to appear, and there is a crystal which requires that if 2 or more crystals are collected, that crystal is gone forever.

Set up a parallel process that checks if the crystal variable is equal or above a certain number, and if it returns true turn on a switch that will be used in the special crystal new blank event page.

http://www.mediafire.com/?rmi59695eiwpeud


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Kaimi
post Feb 23 2012, 09:39 AM
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Thanks for so quick reply, but I think I mess the system up entirely. And also, I see to manage to do something like this in the first puzzle of the Tile Trial I made(!), but I only made it so that if one crystal can cover it, the other one can uncover it. Still, I will need to work the things out. Anyway, thanks for the help. I thought that I properly evented the "Restart" system but it fails... Think I'm gonna just force player to save before each puzzle and when asking him/her to restart they'll have to load the savefile. Such a fail...

Of course, I could post the project as it holds the puzzle, but currently I just don't want to do that as it would be a bit too much.

'Kay, enough talk.
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heisenman
post Feb 24 2012, 08:39 AM
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I understood nothing @_@

Yeah of course that was incompatible, it was just for showing the parallel process because visive example is better than 1000 explanations.
As for the restart system, just reset all the variables, switches and eventually remove obtained items from the inventory, no?


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Kaimi
post Feb 25 2012, 02:13 PM
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Believe I did that, but it doesn't seem to work for the current map, but it does for the next. o_O Currently I'm on hold with the project so no rush there.
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