At the moment I'm making a dungeon for the Pumpkin Warriors. I have some questions how to do some of the stuff I'm aiming for.
But you can post you questions to the topic here too ;D
1: Make the closed door an NPC that only appears while a tag (such as D Door 1 Open) is off
2: Make the button or switch an NPC that has a texbox which flips the tag from off to on
3: Optionally, give that textbox a conditional to go to a different textbox if the tag is already on, either to indicate that the button only works once or to turn the tag back off.
4: ???
5: Profit!
Remeber: God made you special and he loves you very much. Bye!
2: Make the button or switch an NPC that has a texbox which flips the tag from off to on
3: Optionally, give that textbox a conditional to go to a different textbox if the tag is already on, either to indicate that the button only works once or to turn the tag back off.
4: ???
5: Profit!
Remeber: God made you special and he loves you very much. Bye!
you could probably set up a script that checks whether or not a "block" npc is in a specific place and switch a tag to "on" if it is. Could have the script run on step to continually check, or just have it when you shove the npc or something. maybe have players push the blocks, talk to the "door" npc and run a check that says whether or not blocks are in the right spot.
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dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
Quote:
The next question is how to make(if it's even possible)
overhead tiles, on wich you can walk walk over if you get on their "height".
overhead tiles, on wich you can walk walk over if you get on their "height".
You'll probably need a script that puts the tiles on a different layer (above/below the hero, depending on what level you're on) and alters their walkability (so you can either walk over them or under them, not walk off the edge of a bridge onto the ground level floor and back) to do this. "Write map block" and "write pass block" are the commands you'd need to look into, if I'm remembering right.
And you'll also want a second script that turns them back to normal (puts the tiles of the bridge back on the upper "overhead" layer rather than a layer that's under the hero, and makes them passable so you can walk under them) for when you get back to "ground level" again.
Shouldn't be too complicated. I think Wandering Hamster has a bridge on the world map that switches between walkable and overhead depending on whether you're in the boat or not, if I'm remembering right... so it's been doable since even before layers were a thing.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
If I remember right, you can assign tags to show layers on the map, so what you can do is make on-step switches that switch the overhead layer on and off, and you can use invisible npcs to block ways. Like, say, if you're going over a bridge or something, you don't want people waltzing off the side of it (unless you do want them to do so to jump to lower floors or something. I'd suggest some shadow shenanigans and forcing heroes to move down a few tiles worth to show height).
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
Being able to walk under, and then over the same tile is tricky. You can script it, but it is definitely advanced.
There are several different ways to go about it, and which one will work best for you will depend on your specific needs for this game.
1) Layer changes. You can use slice commands to change the order of map layers, so you can move the npx/hero layer above or below one of the middle layers. This will be the easiest method if you are doing this for a large area of the map, but if you have NPCs in the area and you don't want them to change layers when the hero changes layers, this method won't be practical
2) write map block. You can use the writemapblock command to change specific tiles where the hero walks. This is the easiest method if you are working with smaller areas, but you might need it even for bigger areas depending on the NPCs on the map.
If you can post a screenshot of the map, or a sketch of your plans for the map, it might help us figure out what method will work best.
There are several different ways to go about it, and which one will work best for you will depend on your specific needs for this game.
1) Layer changes. You can use slice commands to change the order of map layers, so you can move the npx/hero layer above or below one of the middle layers. This will be the easiest method if you are doing this for a large area of the map, but if you have NPCs in the area and you don't want them to change layers when the hero changes layers, this method won't be practical
2) write map block. You can use the writemapblock command to change specific tiles where the hero walks. This is the easiest method if you are working with smaller areas, but you might need it even for bigger areas depending on the NPCs on the map.
If you can post a screenshot of the map, or a sketch of your plans for the map, it might help us figure out what method will work best.
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watching someone play breath of fire, I saw a neat dungeon mechanic where stepping on these tiles warps you in the direction it points 2 spaces. Perhaps one could do something like this on the ohrrpgce by enabling wall-walking for the two or so tiles and then disabling once on the other side.
edit: here's the video https://www.youtube.com/watch?v=Kj6U4UDthh4&list=PLRweq36g3tdIrmud8hijGaDtBvAO8s4NE&index=24
but I'd like to point out something the LPer brought up. He said that he doesn't like puzzles in a dungeon for the sake of having a puzzle in a dungeon. It's a valid point, it's good to have things be organic, as it were. Make things work in a smart sense and not because puzzle. Like there was this wacky puzzle earlier in the game that worked because it was a dream world, but this dungeon just has these warp tiles jus' cuz.
Just wanted to share.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
edit: here's the video https://www.youtube.com/watch?v=Kj6U4UDthh4&list=PLRweq36g3tdIrmud8hijGaDtBvAO8s4NE&index=24
but I'd like to point out something the LPer brought up. He said that he doesn't like puzzles in a dungeon for the sake of having a puzzle in a dungeon. It's a valid point, it's good to have things be organic, as it were. Make things work in a smart sense and not because puzzle. Like there was this wacky puzzle earlier in the game that worked because it was a dream world, but this dungeon just has these warp tiles jus' cuz.
Just wanted to share.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
Hello again! I am still stuck with one thing I already asked in another thread... How can I program boots, wich just have to be in your inventory, wich enable a Mother 3 like "dash"? I rally need them for this dungeon I'm making thats why I'm also asking how I can make these boots to have the ability to run over water, if you are using the dash whilst passing a body of water?
there should be a code for that somewhere in Vikings of Midgard's plotscript.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
I looked up for the plotscript, but it didn't worked out that well... maybe it's to old or something but it won't work even if I change some things in it
Here's the code:
By the way I also created the Tags "SPRINT" and "DASH"
Here's the code:
Code:
script,run,begin
show no value
if,begin
key is pressed (key:x)
#change this to choose your own key.
#By default, holding "x" when walking will make you run
end
then,begin
if (hero is walking (me)==false)
then,begin
set hero speed (me,5)
#This basically states that if "x" is held down, you'll move a little faster
if (checktag(tag:SPRINT)==on) then (set hero speed (me,10))
#This line shows that if the stated tag is on, you'll dash faster. This particular tag is set to the
#Brigand's "Is Leader" bitset, so when the brigand is in charge, you'll run quite fast.
if (checktag(tag:DASH)==on) then (set hero speed (me,20))
#This line is like the above lines in that if the tag is on, you'll run at a blazing 20 pixels per tick.
#That's one tile per tick!
end
end
else,begin
#This line states that if the player isn't holding "x", then the hero will only walk normally.
if (hero is walking (me)==false)
then,begin
set hero speed (me,4)
end
end
end
show no value
if,begin
key is pressed (key:x)
#change this to choose your own key.
#By default, holding "x" when walking will make you run
end
then,begin
if (hero is walking (me)==false)
then,begin
set hero speed (me,5)
#This basically states that if "x" is held down, you'll move a little faster
if (checktag(tag:SPRINT)==on) then (set hero speed (me,10))
#This line shows that if the stated tag is on, you'll dash faster. This particular tag is set to the
#Brigand's "Is Leader" bitset, so when the brigand is in charge, you'll run quite fast.
if (checktag(tag:DASH)==on) then (set hero speed (me,20))
#This line is like the above lines in that if the tag is on, you'll run at a blazing 20 pixels per tick.
#That's one tile per tick!
end
end
else,begin
#This line states that if the player isn't holding "x", then the hero will only walk normally.
if (hero is walking (me)==false)
then,begin
set hero speed (me,4)
end
end
end
By the way I also created the Tags "SPRINT" and "DASH"
I haven't played Mother 3, so I don't know how its dash works, but if it simply means being able to run when holding down a button, here is a script to do it:
http://rpg.hamsterrepublic.com/ohrrpgce/Scripts:Dash
It is a nice simple script.
To make it turn on or off depending on whether or not you own an item, you just need to add a simple tag check.
For example, name a tag own boots and attach it to the boots item in the item editor.
Then add a check for that tag to the script like this:
http://rpg.hamsterrepublic.com/ohrrpgce/Scripts:Dash
It is a nice simple script.
To make it turn on or off depending on whether or not you own an item, you just need to add a simple tag check.
For example, name a tag own boots and attach it to the boots item in the item editor.
Then add a check for that tag to the script like this:
Code:
plotscript, on keypress handler, begin
if(hero is walking(me) == false) then(
set hero speed(me, 4)
if(check tag(tag:own boots) == OFF) then(exit script)
if(key is pressed(key:Z)) then(
set hero speed(me, 10)
)
)
end
plotscript, on keypress handler, begin
if(hero is walking(me) == false) then(
set hero speed(me, 4)
if(check tag(tag:own boots) == OFF) then(exit script)
if(key is pressed(key:Z)) then(
set hero speed(me, 10)
)
)
end



