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> [sub][RMVX/XP] Breaking Titles Event, Breaking title floors like in some Pokemon games.
tsukasa102938
post Apr 30 2010, 09:43 AM
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I've been using this site for about a year and never really contributed anything. So I figured this might help some people and I'd post how to do it!

What It Does
When the player walks over the tile the first time it will crack, the second time it will teleport them out of the area and reset the event. It also has a wall blocking the player from going until all titles are cracked once!

Basics
This is a rather switch heavy event. Each tile will require it's own switch. That being said, it's best to not make a whole 100 by 100 dungeon with this. A decent knowledge of how Self Switches, Switches and Variables work is good, but I'll have screen shots for it all.

How To Do It
First just make your area. I'm not going to go into mapping as this isn't a mapping tutorial.

Second it's good to plan a route you want the player to go.


As you can see, the player can go that way or a couple of other ways. If you want to make it harder, throw in rocks or something that makes the player have to think up another path to go.

Now for the events! As you can see in the screen shot, ever tile has an event with it. While not a really hard event to make, it will use up a lot of switches. So start by making a new event. This first one will have no graphic with it. Make sure the priority is Below Characters and the trigger is Player Touch. Next you'll want to make a variable. For each puzzle, you'll want to make a different variable. I called the one for the first puzzle Crack1. In the event have it add 1 to Crack1. Next you'll make a switch. Name it whatever, but I named the first switch Crack1. It should look like this:


Next make a new page. Change the switch to Crack1 and have the trigger be Player Touch again. Change the graphic to the cracked floor in Tileset-D. The only thing you'll have in the event page is Control Self Switch A=ON. It will look like this:
http://i13.photobucket.com/albums/a255/tsu...02938/Page2.jpg

Now for the last page. You'll want to change the switches to both Crack1 and Self-Switch A. The picture should be the hole. Tileset-D has the hole graphic. The trigger will once again be Player Touch. For the event commands you'll want Play SE "Fall", Transfere Player to [X] and Control Self-Switch A = OFF. It should look something like this:


To recap we have just created our event, had the floor crack on the first touch and have the player get booted out of the ruins(or to where ever you want) on the 2nd touch. Now we will set up the door that will only open when all the tiles are cracked!

Door
First you'll want to count up the number of tiles that will have a cracked floor. In my case, it's 28. This part is rather easy to set up. You'll make a new event and pick a blocking type graphic. I chose the stone door in Other3. There will be nothing on the first page, but removing Walking Animation and turning on Direction Fix. It should look like this:


Make a new page and have nothing on it, but Variable Crack1 = 28(Or what ever you named your variable and how many tiles you have).
This will make the door vanish once all the tiles become cracked. Now to have it reset when the player fails.

Resetting
Now for the last part. You'll want to have it reset when the player fails. This will be done on the map you have the event boot the play to when they fall. On the transfer event, you'll want to add Control Switches: OFF. You can do this easily with a batch control and just input all your cracked tile switches into the batch. You'll also need to do Control Variables: Crack1 Set 0. It will look like this when you are finished(I had a switch taking up 15 already, so there is a brake in the batch):


That is all! When it is done it will look like this:
http://www.youtube.com/watch?v=x9xQue8HSuo

Enjoy!

This post has been edited by RzrBladeMontage: Oct 3 2010, 06:40 AM
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Makin Kash
post May 3 2010, 03:25 PM
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Impressive....


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Xzygon
post May 3 2010, 03:57 PM
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Interesting. Could be used for puzzle-type things, where you have to get to certain switches and open 'em without falling.


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tsukasa102938
post May 5 2010, 09:25 PM
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QUOTE (Xzygon @ May 3 2010, 03:57 PM) *
Interesting. Could be used for puzzle-type things, where you have to get to certain switches and open 'em without falling.


I actually made a 3 room area where the puzzles got progressively hard with more tiles that break and blocks in the way. It's actually a lot of fun trying to design a maze like puzzle using these.
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Locke
post May 10 2010, 03:29 AM
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Short and easy, nice!

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archeart
post May 10 2010, 03:54 AM
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ohmy.gif amazing ;3

this will really help :3


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Malexos
post May 31 2010, 01:14 PM
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Pretty good, but it could be more efficient


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LS-Sir
post Jun 30 2010, 09:36 PM
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That's a great event submission. I always loved it on the pokemon game. And i was thinking just the other day how I would go about it. Well now here it is. Good job =)
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