SirCumferance 28 Posted May 22, 2012 (edited) Nevermind, I misunderstood. So you saying it works a little, just not all the way Edited May 22, 2012 by Juan Alvarado Share this post Link to post Share on other sites
syrus ultima 44 Posted May 22, 2012 (edited) Nevermind, I misunderstood. So you saying it works a little, just not all the way Where it runs into these is where it either stops or starts over 1.$game_player.x==6 2.$game_player.x==12 3.$game_player.x==1 4.$game_player.x==18 I am almost tempted to send casper my project file just to get this fixed. Without this event to run properly with the script running at same time my game is pointless Edited May 22, 2012 by syrus ultima Share this post Link to post Share on other sites
SirCumferance 28 Posted May 22, 2012 Maybe you can make a mockup, so you could post that and keep your secrets safe Share this post Link to post Share on other sites
casper667 131 Posted May 22, 2012 I don't get what you are trying to do? If you are using control variables to check for player X and player Y coordinates, why are you also making $game_player.x == 6 script calls? What that is doing is checking if the player's X coordinate is equal to 6, and returning true if so or false if not. Are the variables storing the correct x and y coordinate(you can check in the debug menu)? I've tested an event like this which seems to work fine in my test game, is this what you are trying to do? Share this post Link to post Share on other sites
syrus ultima 44 Posted May 22, 2012 so what happened when you tested $game_player.x == 6 script call ? Share this post Link to post Share on other sites
casper667 131 Posted May 22, 2012 The event screenshot above works for me. When the player gets to x coordinate: 10 and y coordinate: 2 the event executes the show text and move route commands. Is that event similar to yours, or am I testing something completely different? lol Share this post Link to post Share on other sites
syrus ultima 44 Posted May 22, 2012 something completely different. I sent you a pm Share this post Link to post Share on other sites
Stefan 0 Posted June 12, 2012 Hi, is it possible, to turn field dmage off, whenever u use a successful hookshot? Share this post Link to post Share on other sites
Paddy 77 Posted June 12, 2012 Hey, I'm a wondering if it's possible to access this feature via the main menu. For example, if you go on the main menu, there would be the usual Items, Skills, Status, etc, but also a 'Tools' command that would be active only in certain maps? In other maps, it would still be in the menu, but not accessible, kinda like the Formation command when you only have one party member. Share this post Link to post Share on other sites
SirCumferance 28 Posted June 19, 2012 Ah, now I have a request or rather, I seek knowledge. I am trying to make the hookshot bring the player ON the event, instead of next to it. I am using them sort of like teleporters. Any suggestions on the mod I would need to do? PS: Bad at math, so be gentle. Share this post Link to post Share on other sites
casper667 131 Posted June 19, 2012 @Stefan what do you mean, like floor damage or something else? @Paddy I have created a script easily allows you to do this now, you can find it by clicking here. @Juan That depends, do you want the player to just "teleport" aka instantly appear there if successful, or do you still want it to do the dragging animation just 1 step further? Share this post Link to post Share on other sites
SirCumferance 28 Posted June 19, 2012 The same animation is fine, I am changing the hook to a glowing sphere and want to limit it much like the hookshot. Hmm, I wonder if the hookshot can spawn a teleport trigger... Anyhow, either way, need to arrive on the teleport pad, instead of infront. Can you help? Share this post Link to post Share on other sites
casper667 131 Posted June 19, 2012 @Juan Replace your csca_hookshot_success definition with this one: def csca_hookshot_success(event) x1 = event.x y1 = event.y x2 = @csca_event.x y2 = @csca_event.y event.direction == 2 ? distance = (y1 - y2).abs : event.direction == 8 ? distance = (y1 - y2).abs : distance = (x1 - x2).abs mr = RPG::MoveRoute.new mr.repeat = false mr.wait = true mr.skippable = true mc = RPG::MoveCommand.new mc.code = 12 mc.parameters = [] mc2 = RPG::MoveCommand.new mc2.code = 45 mc2.parameters = ["$game_map.csca_finish_move_route"] mc3 = RPG::MoveCommand.new mc3.code = 37 mc3.parameters = [] mc4 = RPG::MoveCommand.new mc4.code = 38 mc4.parameters = [] mc5 = RPG::MoveCommand.new mc5.code = 32 mc5.parameters = [] mc6 = RPG::MoveCommand.new mc6.code = 31 mc6.parameters = [] mc7 = RPG::MoveCommand.new mc7.code = 45 mc7.parameters = ["$game_player.csca_move_route_over"] mr.list[0] = mc3 mr.list[1] = mc5 for i in 2..distance + 2 mr.list[i] = mc end mr.list[distance + 3] = mc4 mr.list[distance + 4] = mc6 mr.list[distance + 5] = mc2 mr.list[distance + 6] = mc7 event.force_move_route(mr) end 1 Share this post Link to post Share on other sites
SirCumferance 28 Posted June 20, 2012 Boom, like a Boss. Thank you sir, it works very well. Share this post Link to post Share on other sites
Stefan 0 Posted June 20, 2012 @casper yep, thats the point, if u use the hookshot to pull the player over an tileset that is marked with floordamage, u receive damage per step as if u would walk over it. but actualy, being save from floor damage is the reason to use the hookshot ^^ it would be nice, if u could make the player unable to receive floor damage while being pulled. Share this post Link to post Share on other sites
casper667 131 Posted June 20, 2012 (edited) @Stefan I have uploaded a new version of the script that fixes this, but if you don't want to re-download it you can just add this in your materials section below the Dungeon Tools script: class Game_Player < Game_Character alias csca_dt_damage_floor? on_damage_floor? def on_damage_floor? !($game_map.tooltype? == :hookshot && $game_map.using_tool?) && csca_dt_damage_floor? end end Edited June 20, 2012 by casper667 Share this post Link to post Share on other sites
SirCumferance 28 Posted June 20, 2012 is that CLASS Game_Player? Share this post Link to post Share on other sites
casper667 131 Posted June 20, 2012 @Juan Oops! yeah I fixed it now, Thanks. Share this post Link to post Share on other sites
SirCumferance 28 Posted June 20, 2012 Hurray, I am learning! Share this post Link to post Share on other sites
Stefan 0 Posted June 21, 2012 wow, that was realy fast, thx for the script. Share this post Link to post Share on other sites
SirCumferance 28 Posted June 22, 2012 (edited) Ok, got it so that the hookshot requires items (like a steam powered grapple gun, magic powered Portal gun etc) and no prob, mostly copy paste of arrows and bombs. Now, trying to make the boomerang require 5 hitpoints from the person in the lead... Too complicated or is it simple to implement? I am trying to have each tool somewhat unique, not all require items and such. Thanks again man, loving the script and have learned .01% more than I did last week and that is 100% more than I learned last year, lol. Edited June 22, 2012 by Juan Alvarado Share this post Link to post Share on other sites
casper667 131 Posted June 22, 2012 (edited) Add this to def csca_boomarang_finish (yes I misspelled boomerang x_x) $game_party.leader.hp -= 5 You can change the 5 with any number if you want, that's how much damage it'll do. Edited June 22, 2012 by casper667 Share this post Link to post Share on other sites
SirCumferance 28 Posted June 22, 2012 ...very nice. I am learning these codes and snippets bit by bit and I thank you. Share this post Link to post Share on other sites
SirCumferance 28 Posted June 25, 2012 Ok, to be a further pest... $game_party.visible=false $game_party.transparency=0 None of these things work...trying to make party invis during hookshot, what is the script for party invis. I will put it in, just need to know what to put in, lol Share this post Link to post Share on other sites
casper667 131 Posted June 25, 2012 Hmm, are you using followers as well? Share this post Link to post Share on other sites