设为首页收藏本站同能贴吧 切换语言 繁体中文
开启辅助访问 切换到窄版
扫描二维码关注官方公众号
返回列表
+ 发新帖
查看: 70|回复: 0

[制作教程] Events Fire Projectiles (Using Events Only!)

[复制链接]
累计送礼:
0 个
累计收礼:
1 个
  • TA的每日心情
    慵懒
    3 天前
  • 签到天数: 207 天

    连续签到: 1 天

    [LV.7]常住居民III

    3646

    主题

    862

    回帖

    2万

    积分

    管理员

    Rank: 9Rank: 9Rank: 9

    VIP
    7
    卡币
    21262
    OK点
    16
    推广点
    0
    同能卷
    50
    积分
    25800

    灌水之王

    发表于 前天 22:31 | 显示全部楼层 |阅读模式
    PURPOSE:
    To have an event auto-fire projectiles that can interact with player when touched - show animation, deplete HP, start battle, or any number of other things. This can be used with my tutorial on player projectiles on map (determined by leader or other) to have shoot outs on the map between player and enemies. Bare in mind, the hit detection is not spot-on, this is more for triggering battles or short mini-games than as an evented battle engine.

    HOW IT WORKS (Including Code):
    1) Set up an event with an "enemy" graphic. Name it "Enemy1." This two page event will have a blank page with just graphic, second page will be set to run if switch "EnergyOn" is on. This is so that the enemy isn't walking around shooting fireballs during cutscenes. Make sure to turn the switch on at the end of any cutscene and to turn if off at the start of one. Set this event to run on player touch and you can set it to hurt the player or initiate battle or whatever (or you can also leave this blank if you don't want anything to happen when it collides with the player). Next, set it's movement route to custom and then set the custom movement route to "move towards player." I find this works better at pathfinding and actually coming after the player than if it's set to "approach."

    Spoiler






    2) Next, make a projectile event. Name it "EnemyProjectile" and place it in the corner of your map somewhere. The graphic can be whatever you'd like the projectile to be. This event is a parallel event, one page, with the condition that switch "EnemyProjectile" is on. The contents are:

                    Code:        
    ◆Wait:20 frames ◆Control Switches:#0011 EnemyProjectile = OFF


    3) Finally, make another parallel event. This won't have a graphic and will also be shoved in the corner somewhere. You will need to make some variables for this event: Enemy_Dir, Enemy_X, Enemy_Y, Char_X, Char_Y, EnemyProjectile_X and EnemyProjectile_Y.  Here's the contents:

    Spoiler                 Code:        
    ◆If:EnemyProjectile is OFF   ◆Play SE:Battle1 (90, 70, 0)   ◆Control Variables:#0043 EnemyDir = Direction of Enemy1   ◆Control Variables:#0006 Enemy_X = Map X of Enemy1   ◆Control Variables:#0007 Enemy_Y = Map Y of Enemy1   ◆If:EnemyDir = 8     ◆Control Variables:#0007 Enemy_Y -= 1     ◆Set Event Location:EnemyProjectile, ({Enemy_X},{Enemy_Y})     ◆Set Movement Route:EnemyProjectile (Wait)     :Set Movement Route:◇Turn Up     ◆   :End   ◆If:EnemyDir = 6     ◆Control Variables:#0006 Enemy_X += 1     ◆Set Event Location:EnemyProjectile, ({Enemy_X},{Enemy_Y})     ◆Set Movement Route:EnemyProjectile (Wait)     :Set Movement Route:◇Turn Right     ◆   :End   ◆If:EnemyDir = 4     ◆Control Variables:#0006 Enemy_X -= 1     ◆Set Event Location:EnemyProjectile, ({Enemy_X},{Enemy_Y})     ◆Set Movement Route:EnemyProjectile (Wait)     :Set Movement Route:◇Turn Left     ◆   :End   ◆If:EnemyDir = 2     ◆Control Variables:#0007 Enemy_Y += 1     ◆Set Event Location:EnemyProjectile, ({Enemy_X},{Enemy_Y})     ◆Set Movement Route:EnemyProjectile (Wait)     :Set Movement Route:◇Turn Down     ◆   :End   ◆Control Switches:#0011 EnemyProjectile = ON   ◆ :End  ◆If:EnemyProjectile is ON   ◆Loop     ◆If:EnemyDir = 8       ◆Set Movement Route:EnemyProjectile (Wait)       :Set Movement Route:◇Move Up       ◆     :End     ◆If:EnemyDir = 6       ◆Set Movement Route:EnemyProjectile (Wait)       :Set Movement Route:◇Move Right       ◆     :End     ◆If:EnemyDir = 4       ◆Set Movement Route:EnemyProjectile (Wait)       :Set Movement Route:◇Move Left       ◆     :End     ◆If:EnemyDir = 2       ◆Set Movement Route:EnemyProjectile (Wait)       :Set Movement Route:◇Move Down       ◆     :End     ◆Control Variables:#0041 EnemyProjectile_X = Map X of EnemyProjectile     ◆Control Variables:#0042 EnemyProjectile_Y = Map Y of EnemyProjectile     ◆Control Variables:#0004 Char_X = Map X of Player     ◆Control Variables:#0005 Char_Y = Map Y of Player     ◆If:EnemyProjectile_X = Char_X       ◆If:EnemyProjectile_Y = Char_Y         ◆Text:None, Window, Bottom         :Text:GOTCHA!         ◆       :End       ◆     :End     ◆Break Loop     ◆   :Repeat Above   ◆ :End








    本贴来自国际rpgmaker官方论坛作者:mobiusclimber处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/events-fire-projectiles-using-events-only.96250/

    本帖子中包含更多资源

    您需要 登录 才可以下载或查看,没有账号?立即注册

    x
    天天去同能,天天有童年!
    回复 送礼论坛版权

    使用道具 举报

    文明发言,和谐互动
    文明发言,和谐互动
    高级模式
    您需要登录后才可以回帖 登录 | 立即注册

    本版积分规则

    简体中文
    繁體中文
    English(英语)
    日本語(日语)
    Deutsch(德语)
    Русский язык(俄语)
    بالعربية(阿拉伯语)
    Türkçe(土耳其语)
    Português(葡萄牙语)
    ภาษาไทย(泰国语)
    한어(朝鲜语/韩语)
    Français(法语)
    关闭

    幸运抽奖

    社区每日抽奖来袭,快来试试你是欧皇还是非酋~

    立即查看

    聊天机器人
    Loading...

    QQ|Archiver|手机版|小黑屋|同能RPG制作大师 ( 沪ICP备12027754号-3 )

    GMT+8, 2026-7-10 02:09 , Processed in 0.128458 second(s), 53 queries .

    Powered by Discuz! X3.4

    Copyright © 2001-2020, Tencent Cloud.

    快速回复 返回顶部 返回列表