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Full Version: Working on A puzzle
RPG RPG Revolution Forums > Scripting > Event Emporium
gizmosandgames
I have been working on A puzzle that works like this ..

Puzzle activated upon reading A poetic message one must decipher in order to have a clue on what to do next .
Upon Landing on the initial switch , > Will activate second switch to activate if > initial switch was landed on first .
Then if the player steps on the wrong switch , the cycle resets itself ( and maybe has consequences if wrong )

The trouble I am having is , deactivating switches , when the proper switch was not active
Shaddow
Well, I'm not sure which maker you are using this for, but in most of them you can set up a conditional branch that looks like this.

CODE
@conditional branch=switch 1 is on
switch 2 = on
else
switch 2 = off
switch 3 = off
change player hp - 50
flash screen


basically what it's doing is checking if the needed switches are on, if they are not it turns off all switches, and I also slipped some hp damage to the player for getting it wrong. For more than one switch being on you simply set it up like this.

CODE
@conditional branch = switch 1 is on
@conditional branch = switch 2 is on
switch 3 = on
  else
switch 3 = off
switch 1 = off
      else
switch 3 = off
switch 1 = off
end branch
  end branch


Sorry if that one was a little confusing, but basically what it does is check if switch 1 is on, if it is then it immediately checks if switch 2 is on. If switch one is off it goes to the first else, if switch one is on but switch 2 is off it goes to the second else, if both are on it goes to the first section and turns on switch 3. You can just repeat this for as many switches as needed.

I hope this made sense, if you are still struggling or confused, I'll make the event for you and post a screen shot, just let me know.
gizmosandgames
I uderstand t perfectly , thank ! Pretty simple ... I tend to make events more difficult , and draught out than they shoe ... I will work on this later . What I wanted is a 4 direction puzzle, and each time someone stood in the center without the right triggers would either cause them to fall in a trap door , or trigger a monster , so I suppose I should use the conditional on the center tile , and also for ease direction ...
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