Jump to content

Recommended Posts

Nevermind, I misunderstood. So you saying it works a little, just not all the way

Edited by Juan Alvarado

Share this post


Link to post
Share on other sites

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 by syrus ultima

Share this post


Link to post
Share on other sites

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

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?

dthelpevent1.jpg

Share this post


Link to post
Share on other sites

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

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

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

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

@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

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

@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

 

 

  • Like 1

Share this post


Link to post
Share on other sites

@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

@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 by casper667

Share this post


Link to post
Share on other sites

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 by Juan Alvarado

Share this post


Link to post
Share on other sites

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 by casper667

Share this post


Link to post
Share on other sites

...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

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

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
Top ArrowTop Arrow Highlighted