QUOTE (Sakura Phoenix @ Mar 10 2012, 03:24 PM)

I'm going by what I've done in XP, I'm not sure how different VX is...
(slightly repaste from another eariler question about spikes)
Have a switch and have a parallel processing seperate event in a corner that say waits a few frames, plays an SE and turns let's call it [001Spike Safety] switch on, then waits a few frames and turns it off.
Then for each spike event you have, set it up with two pages/tabs. One with the spikes up, and have the trigger on player touch so that if the player touches it, it'll give them damage or whatever you have planned on the first page{in my case I sent them back to the begining of the dungeon/area with a transfer but whatever you want works]. On the second page with the condition if [spike safety switch is on] the graphic with the switches down and nothing else on the event page.
If that works let me know so in the future I can be certain for VX users on how to help them out with that question.
It works, but when I'm already on the event before spikes, then it spikes, it doesn't hurt me. It will only hurt me when I get off the spike then toucj it myself
Idk if that makes sense lol
EDIT: If found out a way to do it but I think there's an easier way to do it because I'm going to have alot of spikes in my game lol but this what I put.
Event 1 page 1: Wait 120 frames
Control Switches [Trap] = ON
Event 1 page 2: Control Variables [Playerx] = Player's Map X
Control Variables [Playery] = Player's Map Y
Control Variables [Spikex] = Player's Map X
Control Variables [Spikey] = Player's Map Y
Conditional Branch Variable [Playerx] = [Spikex]
Conditional Branch Variable [Playery] = [Spikey]
Show Animation Spike
Wait 60 frames
Transfer blah blah blah
Else
Branch End
Else
Branch End
Wait 120 Frames
Control Switches [Trap] = OFF
Spike Event page 1: Spike down sprite
Spike Event page 2: Spike up sprite check control switch [trap] is ON
You think there's an easier way to do this?