+ Glasses 606 Posted October 27, 2014 Author: Mr Trivel Name: Quicksand Created: 2014-10-27 Version: 1.2 What does it do? Allows the developer to set which Terrain Tags are quicksand. Player will start sinking in quicksand. If death option is set to true player will get a game over screen after sinking completely. Or, if it’s false, player will sink to a specific amount. Requirements: None Screenshot: Instructions: Set up Quicksand module. Script: <Link: Github> Blog: <Link: On blog> 8 Share this post Link to post Share on other sites
+ dbchest 160 Posted October 27, 2014 this is hilarious in such a good way man. thanks for sharing! Share this post Link to post Share on other sites
Galv 1,387 Posted October 27, 2014 That's a really neat idea. Well done Share this post Link to post Share on other sites
+ dbchest 160 Posted October 28, 2014 i like that you provided the option of whether quicksand results in a game over or not, because i would personally never allow that to happen. seems more like a respawn me next to the quicksand after being swallowed by it kind of situation. Share this post Link to post Share on other sites
Faye V. 52 Posted October 28, 2014 This a neat original idea. Good work man, good work. Share this post Link to post Share on other sites
+ Glasses 606 Posted October 28, 2014 Updated a little. Now the player can be slowed down to a certain amount while in quicksand. Next version: - Possible to set up different quicksand types with varying sinking speed, max sink, moving speed, etc. Perfect for sinking into snow a little, more into swamp, and to death in quicksand. - Max sink will be a formula. Meaning you could sink to death in the swamp, but if you have special boots, you could specify that max sink to be below death sink which allows to cross the swamp. 3 Share this post Link to post Share on other sites
Dymdez 77 Posted October 28, 2014 Cool little script! I'll use it. Are you open to some new ideas? How about some quicksand that only has limited ways to escape (not just walking out) like button combinations, or items to use (Imagine if the player has "rope" in their inventory and there is a rock close by? Something like this? Share this post Link to post Share on other sites
+ Glasses 606 Posted October 28, 2014 Item use is doable with minor editing to the code. But I don't really find that necessary, I'll keep the script as is. 1 Share this post Link to post Share on other sites
Coolie 148 Posted October 28, 2014 You should add an event comment call tag to specify a tile to teleport to when sinking completely and not having game over set to true (which would then deal damage to the party for sinking too far). Get it? Hard to explain. Great idea for a script, nice work. Share this post Link to post Share on other sites
+ Glasses 606 Posted October 28, 2014 You mean, just call a common event if player sinks in completely? Share this post Link to post Share on other sites
+ Glasses 606 Posted October 29, 2014 Update v1.2: Now you can set up multiple quicksand types. #The script shows Quicksand, which kills you when you reach the bottom and Snow, which only sinks in a little, and even less if you have item ID #1 in your inventory. 1 Share this post Link to post Share on other sites
Dymdez 77 Posted October 29, 2014 (edited) Bravo - awesome update, love it. Just so others know, you have to comment out some of the top lines and bottom lines to run the script, everything above the script info and everything after the last "end" Edited October 29, 2014 by Dymdez Share this post Link to post Share on other sites
+ Glasses 606 Posted October 29, 2014 @Dymdez, Not sure what you mean. I just tried copy-pasting the code to a blank project and it worked just fine. 1 Share this post Link to post Share on other sites
Dymdez 77 Posted October 29, 2014 (edited) @Dymdez, Not sure what you mean. I just tried copy-pasting the code to a blank project and it worked just fine. I would tell you what I did to get the error I was talking about, but then I would feel even dumber. Disregard^^ Lets change the subject: nice script lol Hey Trivel/Glasses, is there any way you can change the sinking speed depending on an item in the inventory? Like what you have with max depth Edited October 29, 2014 by Dymdez Share this post Link to post Share on other sites
Coolie 148 Posted October 29, 2014 You mean, just call a common event if player sinks in completely? Is there a script call to reference to ask the game if the player is sunken or not? Coule be used in a conditional branch in that case, which would be sweet. Share this post Link to post Share on other sites
+ Glasses 606 Posted October 29, 2014 @William C, You can use $game_player.sunk >= $game_player.in_quicksand?[:death_sink] To check if player has sunk to a death point. Or replace the right side with a specific amount you want, e.g.: 20.5. Share this post Link to post Share on other sites
Ronoke 20 Posted October 30, 2014 sup, really lovely script, but can you add sinking for party members too? when leader in sinking, but his party not, that looks weird. Share this post Link to post Share on other sites
+ Glasses 606 Posted October 30, 2014 @Ronoke, I'll look into it. Share this post Link to post Share on other sites
ninjalex926 6 Posted October 30, 2014 Looks awesome! Share this post Link to post Share on other sites
TERROR2K12 0 Posted February 23, 2016 (edited) Hello glasses, I am trying to make it where if i go into the quicksand and die it instead will take hearts and place me back in the spot before i went in,is that a Possibility? I tried using the script call in common events would that work,it did not for me, is there something more i needed to do? Edited February 23, 2016 by TERROR2K12 Share this post Link to post Share on other sites
+ Glasses 606 Posted February 23, 2016 @TERROR2K12, If I recall correctly, as of last time the plugin was updated, it did not execute any common events on sink threshold reached. So, no, it should not work. 1 Share this post Link to post Share on other sites
TERROR2K12 0 Posted February 24, 2016 @TERROR2K12, If I recall correctly, as of last time the plugin was updated, it did not execute any common events on sink threshold reached. So, no, it should not work. Thanks for the quick response, i wish there was a way to do this. i will leave it as is i guess. Share this post Link to post Share on other sites