So I have this huge dungeon. I want to do some puzzles in some of the rooms.
Want I would like is if the player steps on a certain tile that one of the characters in the party will walk to a certain destination and stand there to give the player hints if they don't get the puzzle.
But how do I do that? (especially if I want to make sure that they only do that as long as the puzzle hasn't been solved yet).
Step on a tile and a person appears where you can get hints
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For that, you'll need to use switches and a cutscene in events.
I'm assuming that you're new to the program, because that is pretty basic knowledge, so I suggest to follow the link in my signature to the tutorials, they will show you how to use switches for conditional cutscenes. -
I'm aware that it would take switches and such. I have been working in the program for a bit (depends on the definition of beginner if you would still think me one or not), but because suddenly my school came in between my working in rpg maker vx ace I lost/forgot some of things that I had figured out.
I had already been fiddling around with it, but at first it would have the character that was going to move stand there (and that was a problem because he was still supposed to be in the party, 2 places same time thing) and he didn't move when the player touched him (action button or not) and the entire game would freeze. Or there would be no graphic when I needed it to have a graphic.
I'm just insecure on how to use which switches. -
general switches = game based, affect all events that trigger them
self-switches = event based, changing a self-switch affects ONLY the same event, never other events.
Since you want to change the appearance of another event, you'll need a general switch. Self-switches are good for internal reactions of the event, especially when the event will be copied several times and each event should still behave independent of each other.
Example treasure chest:
If you make a treasure chest with a general switch, then opening one chest will open all copies of them
If you make the treasure chest with self-switches, then opening one chest will not change the other chests.
Example message:
If a step on an event should trigger a text display and you use the switch to disable the text for later moves (for example on a road into town, four events copied to cover the entire four-tile-width road, then
- using a general switch will disable the text for all event triggers
- using a self-switch means that each event will trigger the message once