Two way doors inside! (Eventing with Default RPGMVXA)

● ARCHIVED · READ-ONLY
Started by Rodvard 7 posts View original ↗
  1. MAJOR REVAMP & UPDATE: Following the amazing interest and feedback on my little post I have remade this guide in full and streamlined my events code. Please see my step by step guide below on doors and the video I made on it at the bottom of this post (1min 15sec).

    Hello wonderful people!

    I have found a way to make a door in the middle of a map/room that you can walk through in both directions using simple eventing. This is for a locked door that requires a key. (To create a key just go into the database, add or edit an item ID slot, fill out the form however you like and then tick the box that says key item. Remember the number next to the item you just created!). I noticed that a lot of people where having issues with doors so I decided to post what I've found, I hope that it might be of use to someone!

    So, here's how to do it:

    Step 1) First off, create a door in events mode using the quick commands : (Short cut = Right click then press and hold Ctrl and click 2)



    Step 2) Place/move it where you want the door and then edit the door : (Short cut = Right click then enter)



    Step 3) Once in edit mode, input the following data (You can change the text to anything you want or remove it) : (Pay close attention to the graphic, priority and trigger)



    Step 4) Then create a new page in the same event and input the following : (Pay close attention to the switch, graphic, priority and trigger)



    Step 5) All done! Now you just need to test it! (see video below)

    ***

    Here is a video tutorial of this in action (Only 1min and 15 sec):




    I hope this helped!

    If it did please let me know :)
  2. Looks like it works like a charm, thanks for sharing. I do think you should get rid of the Sound effect move and fade out and fade in.
  3. Three corrections please:


    1) In RM terminology, this is NOT scripting, it's eventing.


    Please change that in your title before it confuses some new users - in RPG makers, scripting refers to work done in the script editor, NOT on the map.


    2) Always, Always, ALWAYS NAME your variables and switches as soon as you use them.


    Keeping a variable unnamed (like you did with the switch 001 on your screenshots) will cause you a lot of headaches.


    3) Please use self-switches, NOT general switches for functions like this.


    Please change the screenshots in this way as soon as possible.


    Self-switches are event-based, and one self-switch in one event doesn't affect any other event.


    General (numbered) switches are game-based. If you use a general switch for doors like you did in your screenshots, then ALL doors will react to that switch 001.


    Open one of these doors, and all of those doors will become open, because the switch will be on for all of them.
  4. Please Delete. :)  
  5. Please delete. :)  
  6. Rodvard, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


    Edit your previous post if you've got something to add, don't make separate posts for each quote.
  7. CorneredCosmos said:
    Looks like it works like a charm, thanks for sharing. I do think you should get rid of the Sound effect move and fade out and fade in.
    Hi Cornered Cosmos!

    Thanks so much for posting a reply, I was not expecting one so soon!

    The fade in and fade out is to cover the door opening and closing, you can leave it out and I can show it without too in a bit to see what people prefer.

    The sound effects are just what was there in the quick door code so I left it in as to not make it too complicated!

    I have made your changes though and they work brilliantly, best door ever now haha!

    I bought the software yesterday so this is all new to me  :)

    Andar said:
    Three corrections please:

    1) In RM terminology, this is NOT scripting, it's eventing.

    Please change that in your title before it confuses some new users - in RPG makers, scripting refers to work done in the script editor, NOT on the map.

    2) Always, Always, ALWAYS NAME your variables and switches as soon as you use them.

    Keeping a variable unnamed (like you did with the switch 001 on your screenshots) will cause you a lot of headaches.

    3) Please use self-switches, NOT general switches for functions like this.

    Please change the screenshots in this way as soon as possible.

    Self-switches are event-based, and one self-switch in one event doesn't affect any other event.

    General (numbered) switches are game-based. If you use a general switch for doors like you did in your screenshots, then ALL doors will react to that switch 001.

    Open one of these doors, and all of those doors will become open, because the switch will be on for all of them.
    Hi Andar,

    Thank you so much for helping, I have only been using the software for one day so it's all new to me.

    I have changed the title, and I have swapped the images and I think that the door is perfect now!

    Thanks for your patience, I didn't know this would be seen so quickly!

    :)

    Celianna said:
    Rodvard, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.

    Edit your previous post if you've got something to add, don't make separate posts for each quote.
    HI Celianna,

    Thank you for your patience, I have consolidated my replies and edited my main post.

    I hope that I am conforming to the rules!

    Thanks :)