Hey guys and gals...
This is my first tutorial ...
I programed this step by step,so there might be some bugs...
I hope you like it...
This was made on RPG XP but is easily passed to others systems...
Don't know about RMVX though...
D.Level-Easy
What do you need:
-Switches
-Variables
In this tutorial i will make a 3 Tiles mirrors with 3 Reflections...
Starting off...
1)
2)
3)
4)
5)
6)
And that's it!
You now have a cool new feature for your game!
I hope you like it!
^_^
And i really hope you understand it...
because i don't know if it's very clear...
Oh well...
Enjoy!
This is my first tutorial ...
I programed this step by step,so there might be some bugs...
I hope you like it...
This was made on RPG XP but is easily passed to others systems...
Don't know about RMVX though...
D.Level-Easy
What do you need:
-Switches
-Variables
In this tutorial i will make a 3 Tiles mirrors with 3 Reflections...
Starting off...
1)
Set those variables...
0001-Hero-X
0002-Hero-Y
0003-Hero Face
0004-Ref. X
0005-Ref. Y
and those switches...
0001-Ref.1
0002-Ref.2
0003-Ref.3
0001-Hero-X
0002-Hero-Y
0003-Hero Face
0004-Ref. X
0005-Ref. Y
and those switches...
0001-Ref.1
0002-Ref.2
0003-Ref.3
Make the Map you want your mirror to be...
The mirror will be in the Upper Wall of my example...
Make Three events with the character you want to be reflected in the mirrors
Name the events "R1" ,"R2",and "R3".
These events will be your Reflection.
So make the graphics the same of your hero and a low level of opacity...
something between 80 or 140 would be good.
Make a precondition on this events...
Switch Ref.X On...
Being X the number of the event...
Ex:R1
Switch Ref.1 On...
The rest of this event is whatever you like.
In my case i put an action key event that sends a message when you try to "Speak" with your own reflection...
The mirror will be in the Upper Wall of my example...
Make Three events with the character you want to be reflected in the mirrors
Name the events "R1" ,"R2",and "R3".
These events will be your Reflection.
So make the graphics the same of your hero and a low level of opacity...
something between 80 or 140 would be good.
Make a precondition on this events...
Switch Ref.X On...
Being X the number of the event...
Ex:R1
Switch Ref.1 On...
The rest of this event is whatever you like.
In my case i put an action key event that sends a message when you try to "Speak" with your own reflection...
3)
Make an event like this...
First Page
preconditions:
Switch Ref.1 - ON
Parallel Process
Commands:
Variable Hero-X = Player X coordinate
Variable Hero-X = Player Y coordinate
Variable Hero Face= Player Direction
Variable Ref-X = R1 X coordinate
Variable Ref-Y = R1 Y coordinate
End
Second Page
preconditions:
Switch Ref.2 - ON
Parallel Process
Commands:
Variable Hero-X = Player X coordinate
Variable Hero-X = Player Y coordinate
Variable Hero Face= Player Direction
Variable Ref-X = R2 X coordinate
Variable Ref-Y = R2 Y coordinate
End
Third Page
preconditions:
Switch Ref.3 - ON
Parallel Process
Commands:
Variable Hero-X = Player X coordinate
Variable Hero-X = Player Y coordinate
Variable Hero Face= Player Direction
Variable Ref-X = R3 X coordinate
Variable Ref-Y = R3 Y coordinate
End
First Page
preconditions:
Switch Ref.1 - ON
Parallel Process
Commands:
Variable Hero-X = Player X coordinate
Variable Hero-X = Player Y coordinate
Variable Hero Face= Player Direction
Variable Ref-X = R1 X coordinate
Variable Ref-Y = R1 Y coordinate
End
Second Page
preconditions:
Switch Ref.2 - ON
Parallel Process
Commands:
Variable Hero-X = Player X coordinate
Variable Hero-X = Player Y coordinate
Variable Hero Face= Player Direction
Variable Ref-X = R2 X coordinate
Variable Ref-Y = R2 Y coordinate
End
Third Page
preconditions:
Switch Ref.3 - ON
Parallel Process
Commands:
Variable Hero-X = Player X coordinate
Variable Hero-X = Player Y coordinate
Variable Hero Face= Player Direction
Variable Ref-X = R3 X coordinate
Variable Ref-Y = R3 Y coordinate
End
Make another Event with 3 Pages...
First Page:
Preconditions:
Switch Ref.1 On
Parallel Process
Commands:
Conditional Branch:Variable [Hero Face]==2
Move Event: [R1]:
Face away from Player
Else Handler
Conditional Branch:Variable [Hero Face]==4
Move Event: [R1]:
Face Left
Else Handler
Conditional Branch:Variable [Hero Face]==6
Move Event: [R1]:
Face Right
Else Handler
Conditional Branch:Variable [Hero Face]==8
Move Event: [R1]:
Face Player
Else Handler
: End
<>
: End
<>
: End
<>
: End
<>
Conditional Branch:Variable [Hero X] == Variable [Ref.X]
Else Handler
Conditional Branch:Variable [Hero X] > Variable [Ref.X]
Move Event:[R1] (ignore if Can't Move)
<>Move Right
Else Handler
Move Event:[R1] (ignore if Can't Move)
<>Move Left
: End
<>
: End
<>
Second Page:
Preconditions:
Switch Ref.2 On
Parallel Process
Commands:
Conditional Branch:Variable [Hero Face]==2
Move Event: [R2]:
Face away from Player
Else Handler
Conditional Branch:Variable [Hero Face]==4
Move Event: [R2]:
Face Left
Else Handler
Conditional Branch:Variable [Hero Face]==6
Move Event: [R2]:
Face Right
Else Handler
Conditional Branch:Variable [Hero Face]==8
Move Event: [R2]:
Face Player
Else Handler
: End
<>
: End
<>
: End
<>
: End
<>
Conditional Branch:Variable [Hero X] == Variable [Ref.X]
Else Handler
Conditional Branch:Variable [Hero X] > Variable [Ref.X]
Move Event:[R2] (ignore if Can't Move)
<>Move Right
Else Handler
Move Event:[R2] (ignore if Can't Move)
<>Move Left
: End
<>
: End
<>
Third Page:
Preconditions:
Switch Ref.3 On
Parallel Process
Commands:
Conditional Branch:Variable [Hero Face]==2
Move Event: [R3]:
Face away from Player
Else Handler
Conditional Branch:Variable [Hero Face]==4
Move Event: [R3]:
Face Left
Else Handler
Conditional Branch:Variable [Hero Face]==6
Move Event: [R3]:
Face Right
Else Handler
Conditional Branch:Variable [Hero Face]==8
Move Event: [R3]:
Face Player
Else Handler
: End
<>
: End
<>
: End
<>
: End
<>
Conditional Branch:Variable [Hero X] == Variable [Ref.X]
Else Handler
Conditional Branch:Variable [Hero X] > Variable [Ref.X]
Move Event:[R3] (ignore if Can't Move)
<>Move Right
Else Handler
Move Event:[R3] (ignore if Can't Move)
<>Move Left
: End
<>
: End
<>
First Page:
Preconditions:
Switch Ref.1 On
Parallel Process
Commands:
Conditional Branch:Variable [Hero Face]==2
Move Event: [R1]:
Face away from Player
Else Handler
Conditional Branch:Variable [Hero Face]==4
Move Event: [R1]:
Face Left
Else Handler
Conditional Branch:Variable [Hero Face]==6
Move Event: [R1]:
Face Right
Else Handler
Conditional Branch:Variable [Hero Face]==8
Move Event: [R1]:
Face Player
Else Handler
: End
<>
: End
<>
: End
<>
: End
<>
Conditional Branch:Variable [Hero X] == Variable [Ref.X]
Else Handler
Conditional Branch:Variable [Hero X] > Variable [Ref.X]
Move Event:[R1] (ignore if Can't Move)
<>Move Right
Else Handler
Move Event:[R1] (ignore if Can't Move)
<>Move Left
: End
<>
: End
<>
Second Page:
Preconditions:
Switch Ref.2 On
Parallel Process
Commands:
Conditional Branch:Variable [Hero Face]==2
Move Event: [R2]:
Face away from Player
Else Handler
Conditional Branch:Variable [Hero Face]==4
Move Event: [R2]:
Face Left
Else Handler
Conditional Branch:Variable [Hero Face]==6
Move Event: [R2]:
Face Right
Else Handler
Conditional Branch:Variable [Hero Face]==8
Move Event: [R2]:
Face Player
Else Handler
: End
<>
: End
<>
: End
<>
: End
<>
Conditional Branch:Variable [Hero X] == Variable [Ref.X]
Else Handler
Conditional Branch:Variable [Hero X] > Variable [Ref.X]
Move Event:[R2] (ignore if Can't Move)
<>Move Right
Else Handler
Move Event:[R2] (ignore if Can't Move)
<>Move Left
: End
<>
: End
<>
Third Page:
Preconditions:
Switch Ref.3 On
Parallel Process
Commands:
Conditional Branch:Variable [Hero Face]==2
Move Event: [R3]:
Face away from Player
Else Handler
Conditional Branch:Variable [Hero Face]==4
Move Event: [R3]:
Face Left
Else Handler
Conditional Branch:Variable [Hero Face]==6
Move Event: [R3]:
Face Right
Else Handler
Conditional Branch:Variable [Hero Face]==8
Move Event: [R3]:
Face Player
Else Handler
: End
<>
: End
<>
: End
<>
: End
<>
Conditional Branch:Variable [Hero X] == Variable [Ref.X]
Else Handler
Conditional Branch:Variable [Hero X] > Variable [Ref.X]
Move Event:[R3] (ignore if Can't Move)
<>Move Right
Else Handler
Move Event:[R3] (ignore if Can't Move)
<>Move Left
: End
<>
: End
<>
Make 3 events just down the mirrors.
Put a precondition:
activate at Hero Touch...
First page is simple
Command:
Switch Ref.X On
End
Being X the number of the Reflect Event one tile up from this...
Second and third have one precondition...
Switch Ref.Y On
and
Switch Ref.Z On
Being Z and Y the numbers of the other 2 Events ...
There are no commands on those...
Put a precondition:
activate at Hero Touch...
First page is simple
Command:
Switch Ref.X On
End
Being X the number of the Reflect Event one tile up from this...
Second and third have one precondition...
Switch Ref.Y On
and
Switch Ref.Z On
Being Z and Y the numbers of the other 2 Events ...
There are no commands on those...
Make an Event like this:
activate: On hero touch.
Commands
Swicth Ref.1 Off
Swicth Ref.2 Off
Swicth Ref.3 Off
Change Event Location: [R1],(The place it is suppost to be...)
Change Event Location: [R2],(The place it is suppost to be...)
Change Event Location: [R3],(The place it is suppost to be...)
End
This Event will turn off the Reflection when you're not in front of the mirror ...
Put those around the event of the part 5....
activate: On hero touch.
Commands
Swicth Ref.1 Off
Swicth Ref.2 Off
Swicth Ref.3 Off
Change Event Location: [R1],(The place it is suppost to be...)
Change Event Location: [R2],(The place it is suppost to be...)
Change Event Location: [R3],(The place it is suppost to be...)
End
This Event will turn off the Reflection when you're not in front of the mirror ...
Put those around the event of the part 5....
You now have a cool new feature for your game!
I hope you like it!
^_^
And i really hope you understand it...
because i don't know if it's very clear...
Oh well...
Enjoy!