![]() ![]() You may ask, "Why define two or three or how many methods that do the same really?" And the answer is, "Because programmers are lazy!" All those values representing what to check for are hard to remember, so why not let the computer do it for us? Instead we come up with some simple and easy to recognise names and when we need to do some checks later we can see immediately what we are checking for.īut lets go on. If you look around you see some more methods calling check_passage with differing values, for the character and for the airship That value tells whether the passability check is done for the ship or the boat. Now if you look a bit above the method for the ship you see the one for the boat that looks almost exactly the same, with just one value different. So now a tile is only passable to ships if it was originally passable to ships and additionally is not passable to boats - which are the deep ocean tiles.ĮndIt tells the program that this is the end of the method. To the check already present in the original method I added a check for passability by boat. It is cleaner to do it like this and if anything goes wrong the new code can just be removed and the original working one is still there.) that does an additional check before telling the program whether a tile is passable by ship. What I've done here is replaced the method that checks for passability by ship with a modified one (Yes, the original one is still up there with all the others, but with my own down under Materials the program won't touch that. And somewhere in the middle of all that code you find the methods of 'boat_passable', 'ship_passable' and 'airship_passable'. If you scroll up in the script editor a bit you'll find the entry for Game_Map. You can go to you game now if you don't want to read the short explanation below. (Hope he finds the tread or some others skilled around finds it!)Ĭheck_passage(x, y, 0x0400) & !check_passage(x, y, 0x0200) Each time I create condition I get splitting headaches and I ask someone dear to me my RPGMaker Vx Ace sensei! ^^ Another one for the canoe to not get in high sea I guess (might as well if you get really good with that have one zone with a condition for canoe to have very slow speed or eventually get into current or sink! While boats just can get away with it. But doing that if it is not in the Event itself, it might be in the scripts about vehile (I would suggest a copy test game apart to just play with that because if you mess up, you mess up! Irremediably! ) )Įlse, I guess it would be great to have a beah zone, canoes can't get beyond there and you get the chars out upon Yes to get out of the canoe. ![]() So I guess, you can look somewhere how transport events works. It also had a sign asking not to stampede in the flowers which is just a plain showtext.īut whenever the character stepped IN the flower zone, the oldman would show at the door and scowl the character in his garden Anywhere else it was safe. I don't have the link of this but from memory it was made around a house that had a flower garden and a grumpy old man inside the house. There was a small short tutorial on YouTube about using zones and it was all about creating conditions that applied to a specific zone instead of using it for monsters. ![]()
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