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HP drain CLOSED/ Timer HELP!

First, I created a common event called "TileDrainHP."

In the event, it says:

Loop
Change HP: Entire party, -10
Wait: 10 frames
Repeat above


Then, back in the game, I enabled passage over the still lava tile. Next, I created an event to call the common event.


Problem: Once you step on the tile where an event is, you cannot move through it.

I tried, in that event's screen, clicking the "through" checkbox. Didn't help.
 
It might be because there is no break in there. You need something like:

Loop
Conditional branch: Input up
break loop
end

Change HP: Entire party, -10
Wait: 10 frames
Repeat above

And then you'd have to do the same for each direction.
 
This is one thing I don't like about VX.  I'd just use terrain flags if this was xp... and though I don't know much about VX, I'm quite positive that you can only change the passage settings.  Ridiculous.... sigh...

Anyway.  Wyatt's way is the only way I can think of to do this.  Why does VX's tileset system have to be such a pain in the ass?

Good luck.
 
Wyattina, the method you mentioned... As long as the player keeps moving, the game doesn't have time to deduct the HP. Is there any way I can make the player wait 20 frames before they can move to the next tile?
 
I dont have vx but isnt there a way you can do this with events?

I did something similar in xp where when the party entered an area and stepped on a tile they would trigger an event that deducted 5 hp every 5 secs which would also be accompanied by a quick screen flash, then when they crossed out of that area they stepped on the event tile again triggering it to shut the event off.

Worked great for me in xp but like i said i dont have vx.
 
That makes sense about what starseed said, except that if you walked onto the outer tile, then walked down onto another outer tile, it will shut off the hp deduction and you can walk freely among the lava or whatever...
 
Lol your looping it over and over again. Since it has a wait function in it it will just keep sapping exp.

I've done this before with a underwater minigame. Your underwater and you slowly lose life then you come up to the ground and you stop losing life.

A handy eventer trick that I picked up from 2k3 is this...

make a parallel event on the map that is on when a switch is turned on.

then on the event put this...

wait 10 frames <= btw that's extreamly fast that's 6 times a second!!!
entire party -10 hp

now your going to have to set up events in a certain way to turn on and off the damage.
here's an example.

---xy==============yx----
---xy==============yx----
---xy==============yx----

KEY:
- ground
x turns off damage trigger
y turns on damage trigger
= lava

this will make it so as long as there on lava they will take damage.
then simply were the lava and ground meet (were - and = come together to make -=)

simply put a x event that turns of the tirgger on the ground end and a y event that turns on the damage trigger on the lava end.
This way when they enter the lava area they start taking 10 damage every 10 frames. and the second they move off they stop taking damage.

handy trick no? =D

make sure your damage event is a PARALLEL NOT AN AUTOSTART autostart STOPS all functions while it's active. this means if you set it to autostart you won't be able to move while your in the lava. That's bad. Parallel will work while you move as long as you don't call up a message box.

See! Easy way to do it and you don't have to put an event on every single lava space! Saving you time and energy!
 
My bad. I should have mentioned the are two rows of event tiles in what I said. Looks like this...

LAVA
XXXXXXXX
YYYYYYYY
LAND

X would turn on the hp drain and Y would shut it off. This way if you are in the lava you are loosing hp with no way to cheat your way out of it.  :lol:
 
Yep then it should work.

but I see your problem. Your calling it out correct? This will make it call a normal event. This will make it drop everything and work on that one function. This is bad... This means until you die or the scene changes (like you get a gameover).

You have to make it a Parallel event! This will make it run in the backround. I can't stress this enough of how important this is to your tile eventing. Make it so it turns on a trigger that ACTIVATES the event, not call it.

This should make it work flawlessly.

LOOPS btw ARE BAD!!!! Loops make lots of errors that can be resolved with out them. Parallel events are awesome  :lol:
 
Okay, thanks to Necro I figured it out. As for 10 frames being fast... Think about it. It's lava. Fire. Heh... However, new problem.

I'm working on a part where you have to hit a switch, then rush to the chest before it runs out.

My timer is like this:

Timer:
Priority: below characters
trigger: player touch

Events:
Control timer: startup, 6 seconds.
Set move route; this event (NO Waiting, NO repeating, NO skipping)
Change frequency: 5
Change speed: 6
Turn down
Turn down
Turn left
Turn left
Turn left
Turn Right
Turn Right
Turn Right
Turn up
Turn up
Turn up

Control Self swtich: A on





NEW event page:
Conditions; self switch A is on

Priority: Below character
Trigger: Parallel process

EVENTS:
Conditional branch: timer is 1 sec or less
Control timer: STOP Control self switch A off
Branch end
 
Agreed. I run mine as a parallel event and works flawlessly. I never run loops, never had any luck with them. I like being able to have the HP drain and still be able to have dialog and evented battles and what not.

You can do practically anything if your creative enough with events (except a regen spell that works in battle.  :pissed: )
 
Unless you event a battle system that goes with it... ; )

Umm, on this timer... why do you give it a move route?  I'm not sure the point of that.... and you realize that all it's doing is turning in circles becaues you used TURN instead of MOVE, right?  Next.... If I were you, I wouldn't use a timer.  But that's only because I've tried over and over and never had any luck with them.

If you really want to show the timer, I'd make 7 pictures, either of a clock or just the numbers 0 - 6.  Then, use a wait command in a common event that's activated using a switch (the one that would normally start a timer.)  Then use a variable and a second common event that shows the pictures when the wait time changes the variable.  Until the variable is to a certain point, which is when you'd want to lock the chest again, and quit the pictures.

Or... without pictures, I'd just play a BGS that sounds like a ticking timer.  And use 1 wait command and when it's up, turn the switch back off.  Really really easy.
 
Mikee":2f45uoag said:
Unless you event a battle system that goes with it... ; )

Umm, on this timer... why do you give it a move route?  I'm not sure the point of that.... and you realize that all it's doing is turning in circles becaues you used TURN instead of MOVE, right?  Next.... If I were you, I wouldn't use a timer.  But that's only because I've tried over and over and never had any luck with them.

If you really want to show the timer, I'd make 7 pictures, either of a clock or just the numbers 0 - 6.  Then, use a wait command in a common event that's activated using a switch (the one that would normally start a timer.)  Then use a variable and a second common event that shows the pictures when the wait time changes the variable.  Until the variable is to a certain point, which is when you'd want to lock the chest again, and quit the pictures.

Or... without pictures, I'd just play a BGS that sounds like a ticking timer.  And use 1 wait command and when it's up, turn the switch back off.  Really really easy.
I did it like that because I can't exactly recall how to make it "animated". The switch changes appearance when it steps- it goes down.


I wanted to use a timer.. Because, otherwise, I have no idea how to use them. The only thing I'm doing right now is seeing "can I do this?" "Can I do that?"

I'm not at the point where I'm comfortable dedicating myself to actually making a working "game".
 

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