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Home > Tutorials > RPG Maker VX > Sorcerer's Ring

Sorcerer's Ring


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Introduction

Hello there. Today, I, manat31790, would like to present you how to create a Sorcerer’s Ring system for RPG Maker VX If you don’t know what Sorcerer’s Ring is, it’s a magic device the player in the Tales of game series obtains and uses in a dungeon. You can use a Sorcerer’s Ring to shoot magic forward to lit fire and activate magical devices around a dungeon to solve puzzles and open paths. You can also use Sorcerer’s Ring to freeze monster’s movement on map and let you slip pass it without doing a battle. In RPG Maker VX, Sorcerer’s Ring and other similar projectiles like guns and arrows can be made with just a bit help of Ruby RGSS2. Here’s how to do it.

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Step 1: Prepare a Sorcerer’s Ring

Go to the database and create an item or a switch called “Sorcerer’s Ring.” I’m using a switch, as it’s better to manage, though you can also create an item in the database to let you know you have the ring in the inventory.
This is the switch I’ll use in this tutorial.

[0001: Sorcerer Ring Allowed]

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Step 2: Let’s make a shot of fireball!

First, go to your map. Create a blank event with the setting “Through” and “Stepping Animation” on. Name it “Fireball.” You can set the speed your desire.

Alright, now we’ll start inputting codes for the fireball shooting. Create an event called “Fireball Shoot” and do the following:

1) Have the event set as “Parallel Process”, begin and end the event with “Wait: 1 Flame” to reduce lags.
2) Check if you have a switch or an item you need for shooting (in this case, it’s [0001: Sorcerer Ring Allowed])
3) Assign a condition branch if a certain button is pressed. I’ll use button X as the example. By default, X button is the “A” button on the keyboard.
4) Create two variables: “Action X” and “Action Y” Change those variables to be equal to player’s X and Y coodinators.
5) Wait: 1 Flame
6) Assign the event “Fireball” to “Action X” and “Action Y” coordinators. Have the event turned the same way the player does.
7) Control Self Switch A on.

Next, create a new page and set it to “Autorun.” Have to event “Fireball” changed its graphic into a fireball, bullet, arrow, or anything you want. Make them move forward for 3-4 tiles then turn the event blank again. Lastly, turn Self Switch A off.

Try it off in a testplay. Turn [0001: Sorcerer Ring Allowed] on, and then press “A” button on the keyboard. Wow! You can now shoot fireball!

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Step 3: Let’s shoot at things!

This step will teach you to make the fireball interact with certain events on the map. Let’s say, you have torch which is not lighted, and you want to light it with your magic. To do that, follow the explanation below.

1) Create a new event. Name it “Torch.” Set it to have a “Parallel Process” trigger.
2) Assign a condition branch the location of the “Fireball” is equal to the “Torch.” This is done easily by inputting some codes on the in the “Script” boxon the third page of the Condition Branch. Now, please look at the code below.

$game_map.events[X].x == “Number”
$game_map.events[X].y == “Number”

These codes determine if the coordinate x and y of the event ID [X] is equal to certain number. [X] is the ID of the event you want to compare, and “Number” is any integer from -9999 to 9999. Change them to wht you want. For example:

$game_map.events[2].x == 11
$game_map.events[2].y == 6

If both conditions are met, have a puzzle switch triggered on. In this case, I’ll use [0004 Set the Fire] switch. Create another event page to show the result of the torch being lit. Testplay it and try to light a torch with the fireball.

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Step 4: Shoot fireball at moving things!

Let’s try creating a moving monster that goes on fire when you shoot at it. This can be done similarly to the way you create a torch. Create a monster event and set it to have a “Parallel Process” trigger. Input two conditional branch codes like earlier, but this time, try these codes.
$game_map.events[X].x ==$game_map.events[Y].x
$game_map.events[X].y == $game_map.events[Y].y
These code will compare the location of the events if their X and Y coordinates are equal, in the other word, at the same place. Now, replace [X] and [Y] with ID’s of the events you want to compare. Let try having a monster ID: 4 and “Fireball” ID: 2.
$game_map.events[2].x ==$game_map.events[4].x
$game_map.events[2].y == $game_map.events[4].y
Create another page to show the result of your monster torturing. Have it flamed up for a moment before turning it back to normal.

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Conclusion

That’s it for how to create a Sorcerer’s Ring and other similar projectile weapons used on a dungeon map. Hope you all have a good day, sirs and madams. 
Details
Tutorial: Sorcerer's Ring
Date Listed: 2011-07-13
Author: manat31790
Total Hits: 1581


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