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[RESOLVED] Spike Trap Tutorial

Started by RPGJester, November 13, 2007, 02:49:05 PM

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RPGJester

I am using RMXP and wanted to know how to make a spike trap.  Here's what I want it to do.

-  Timed so the player has time to get over it before it comes up.
-  When the player steps on a spike that is fully up, they take damage.  Shows this by a flash on screen and sound happening.

For a better idea of what I want to do for it, I'd like to fill a room with these with a few "safe spots" that the player can stop at when the spikes are up.  At the end of the area there is a switch that will shut off the trap and open a door.

I've been trying to do it myself but can't seem to get it to work right.  It either works once and then never again or it doesn't work at all.  I got the spikes to move at least!  I can provide screen shots of what I got if needed. 

Forty

I have tried to do this and have not suceeded.

What you can do as an alternative is have two paths that lead to the same exit, one shorter than the other, the shorter one has spikes that when you step on them you get hurt.

modern algebra

Okay, so all you want is multiple spike traps? Do they all move on the same timer? Or do some come up after others?

RPGJester

I want them all to come up at the same time and go down at the same time. 

The layout of the room is just a beginning spot where you walk in and then the rest of the room is spikes except for a few safe spots.  The thing you are trying to get to is a switch so you can open a door in the other room.  When the switch is hit, it will shut off the trap also.

modern algebra

Try making your spike trap events like this and pasting them all over the map:



It's not ideal or anything, just something I thought of quick.

Forty

Did you test it because that doesn't look like it will work.

RPGJester

That works out great.  Only problem I have now is that when the character reaches 0 health they don't die.  Not sure why it's doing that unless there is no script outside of battle that says if you are at 0 life then you die.

Forty

Checkoff the knockout out of battle thing when they take damage

RPGJester

Alright that worked.  Thanks guys for all the help!

Forty

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elfyelf

Deal damage doesnt have the check thing that when you die its the change HP command.

Kokowam

Quote from: modern algebra on November 13, 2007, 10:23:01 PM
Try making your spike trap events like this and pasting them all over the map:



It's not ideal or anything, just something I thought of quick.
Yeah, there was a tutorial on this before. Remove all the lines and just make it set on "Player Touch," I think. That'll remove the need to check for the person's X and Y. You can also use a move event to jump them back.

modern algebra

He wants it timed moo. Meaning you don't need to step on them for them to move up, they move up and down in a regular pattern and you get hurt if you are in the wrong place at the wrong time.

Kokowam

Ohhh... Okay. Then I can't think of another way of doing it. :P My bad. I should never have doubted you, ex-sensei.