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Two possible scripts

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Rep: +0/-0Level 83
These are 2 common events I'm using that may have further applications in scripts. They don't affect any statistics but they may open up some interesting puzzle/riddle situations.

The first is a jumping event. I got the idea of making it like a "tool" ability like on the wild arms games that's party leader specific.

here is the basis for the common event, the first jumping direction.

@>conditional branch; Switch [(tool name here)] == ON
   @>conditional branch; the Y button is being pressed
      @>conditional branch; Player is facing up
        @>show choices; Jump 1 space, Jump 2 spaces, Jump 3 spaces (4th option cancels)
         ; When [Jump 1 space]
           @>Set move route; Player (ignore if can't move)
           ;                         ; $>Jump; +0, -1
         @>
         ; When [Jump 2 spaces]
           @>Set move route; Player (ignore if can't move)
           ;                         ; $>Jump; +0, -2
         @>
         ; When [Jump 1 space]
           @>Set move route; Player (ignore if can't move)
           ;                         ; $>Jump; +0, -1
         @>

To make the event party leader specific, make a switch for the party member (1 for each if you have tool ideas for them later) and then have that switch be a parrallel process trigger for the common event.

The next one is 2 common events working together. What it does is it renders all traps inactive for a set time and is party leader specific.Just as an example, specific traps would be spikes, boulders, trip wires and claymores.

1st event
(create a skill that calls this event)      
@>Control timer: Startup (0 min, 3sec)
@>Change encounter: Disable (encounters nullify the event)
@>Control switches: [trap disarm] == ON (have this trigger the trap's nullified state)

2nd event
(Runs parrallel with the switch in 1st event)
@>conditional branch; Timer 0min, 0sec or less
@>Controll timer: Stop
@>Change encounter: Enable
@>Control switch; [trap disarm] == OFF

Make all traps have a second event page for the trap disarm switch, maybe change color of the picture to signify the event is working. And make sure you check he "Through" box so the player can pass through.

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Figures these 2 negate each other....
that's easily fixable if you disable the jumping switch in a room with traps though, may piss the player off though.
« Last Edit: August 11, 2009, 01:55:14 AM by Ocelot0222 »