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[制作教程] Different Projectiles on Map Determined By Leader (or Other)

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    灌水之王

    发表于 前天 19:00 | 显示全部楼层 |阅读模式
    Topic:
    An evented system whereby the leader of the party will fire off different projectiles on the map, which can be used to interact with other events on the map, creating many different types of puzzles. Example shows how to set up so that when different people are the leader, a different projectile will be used, but this could be modified to work many different ways and be triggered by many different things. Could even be used with a "projectile" event that is invisible and can change the main character's graphics.

    This is based on this tutorial:

    https://www.youtube.com/embed/5Pf4p_IhMCE

    How It Works (Including Code):

    You will want to start with a clean map. Any event that's already on here will mess up the position of events in other maps, and you're going to want to just copy and paste these events into every map you want to have "on map" projectiles. (Some maps are just straight cutscenes, so those maps don't need fireballs or whatever flying around, right?)  The first thing you'll want to do is make events for every type of projectile you'll want to have in the game. Again, if this is a map that will only be accessible to one or two characters, just event the projectiles for them or you'll be doing a lot of extra, unnecessary work.

    1) Each projectile event should be set to "parallel process" and "same as character" and should have the switch "projectile" as a condition. In this example, it should have a picture of whatever type of projectile you want. You can set this up to not have a picture and to change the graphic of the main character, basically you could do something like Breath of Fire II where one character had long arms and could pull you across gaps. But for this tutorial, we'll stick with regular projectiles. At any rate this is a one page event, with a condition. Name each projectile "Projectile1" "Projectile2" etc. For this example, I have four different projectiles, with images of fireball, electric ball, ice shards and boulder. Here's the code:

                    Code:        
    ◆Wait:30 frames ◆Control Switches:#0001 Projectile = OFF


    Spoiler


    I have it set to "Through" here, but try it both with and without and see what works best for you.




    2) Then set up another parallel process event. This one will declare what a variable is, and will run two scripts. For that reason, we'll let this run forever. You can make up as many of these scripts as you like. The "Input.keyMapper" uses the number of the virtual key on your keyboard, 65 being "A" and 83 being "S." But you can use this list and make this use whatever keys you'd like, or all of them if you want to (but that can get confusing). here In the example, there are "Fireballs" (but they're all different elements) and "Shields," which can be set up to deflect projectiles fired by other things. I don't have that done in this example, so just think of that part as an example of something else that could be done. At any rate, this event will be one page with no condition and no image. It is a parallel process.

                    Code:        
    ◆Control Variables:#0010 Leader = Actor ID of the party member #1 ◆Script:Input.keyMapper[65] = 'fireball' ◆Script:Input.keyMapper[83] = 'shield'


    Spoiler


    These are three parallel process events plus the four "Projectile" parallel process events.
    The one next to the projectiles is the big long bit of code in #7 below. #2 & #3 are below them.




    3) Set up another parallel event. This one will just be used to set the value of variables. After that, it will turn on Self Switch A. there's a second, blank page with the condition that Self Switch A is on. You don't want to set this variable to 0 over and over again, so you'll want to turn this off with a Self Switch. Set "Transform4" to 0. (For this example. Otherwise, you can use whatever name you'd like for it. This was just the fourth one of these I set up.)

    4) Create three events. One called "Test" and the other two called "Hole1" and "Hole2." Test will be an image of a campfire that is unlit. Then create a new page and set an image of a lit campfire and the condition that "OnHit" switch is on. It can be set to touch or action button, doesn't matter. If this was an enemy and you wanted to trigger a battle, you could set it to player touch. For this example, that's not necessary. For the two holes, I used a big crack in the ground that spanned across two squares, so I had to make two events for it. Again, when you set up your puzzles, you might not ever need to do this, but this is how I did it. Each one has a blank first page, a second page that has its half of the crack image (one top, one bottom), and a third page that has ... whatever image you'd like to use to represent this closing. You could forget about this page entirely if you want it to go back to looking like the floor, but for this, I made an image of a boulder and stuck it inside the crack image. The way this is set up, regardless of if you hit the top event or the bottom event, it will affect both events. And in fact, you'll need to set up two more events in a second that will also affect these two events. But I'm getting ahead of myself. At any rate, the first page has no condition, the second page has the condition that Transform4 variable is equal to or greater than 1, and the next page will have the conditions that Transform4 variable is equal to or greater than 0 and RockHit switch is on. I'm not sure why I had to set up the conditions like this, but I tried several other ways to make this happen and I couldn't get the image to change any other way. Maybe someone else can play around with this and see if you can find a more efficient way to do this part.

    5) Create two events next to Hole1 and Hole2, on the side that this would be blocking the player from going to. You would want to do this when you're using an image for the event that the projectile will just sail right over. The campfire stops the projectile from going past it, but floor tiles will have the projectile soar over it and then it won't trigger the event. I called these events "Thing1" and "Thing2." They have no image. These are just there to help trigger the event with the Holes.

    6) Set up two events in front of the Hole1 and Hole2 events that will shake the screen and then Add 1 to Variable Transform4. That will cause the cracks to show up. If you want to get really fancy, there are three different cracked floor images, of varying size/open-ness. So you could slowly add another 1 to that variable and have more pages in the Hole1 & Hole2 event, each with an increasingly more open hole graphic, so it looks slightly animated, but that's all more work than I'm going to put in today. For this example, just do this once. So after adding one to the transform4 variable, you'll want to turn on self-switch A, then add a blank page to this event with the condition that self-switch A is on. Set this to activate on Player Touch.

    Spoiler


    The two events on the left (described in #6) "trigger" (with player touch) the two events in the middle - an earthquake and a crack opening up in the ground (#4), which I've put dirt and vines as the starting images but this would look better with no image. The two on the right are "Thing1" and "Thing2" (#5) and they help trigger the closure of the crack in the ground. If I had a way to put those boxes around a moving target, it would help trigger battles when the projectile event hits an enemy event. As this code is written now, though, the hit detection is too poor on a moving target. If you set the Projectile events to "through" it hits more often than if it's not set to through - and you have to stand right next to it to hit it if it isn't set as "through." But this causes other problems when shooting the projectile at walls, for instance, or stationary events. You want the projectile to stop on top of things, not sail past them.



    This is the bottom portion of the crack in the ground event.




    7) Create a parallel process event. Make it one page with the condition that EnergyHit switch is on. (Remember this condition when you're checking to see if this all works. You'll need to make an event to turn the switch on, or nothing will happen.) You will want to use this switch with your cutscenes. Turn it off before a cutscene and then back on after one, or the player can fire their projectiles the whole time. The first thing in this long bit of eventing is a conditional branch to check if the player is pressing a certain button. In the first case, it's the "A" button, but much further down, there's a new conditional branch to check if the player is pressing the "S" button. If the button press is occurring, then it checks to see who the leader is, and then uses the proper projectile and does its thing. You can set this up to do different things depending on what projectile is being used. Here's the code:

    Spoiler                 Code:        
    ◆If:Script:Input.isTriggered("fireball")   ◆If:Leader = 1     ◆If:Projectile is OFF       ◆Play SE:Battle1 (90, 70, 0)       ◆Control Variables:#0003 Char_Dir = Direction of Player       ◆Control Variables:#0004 Char_X = Map X of Player       ◆Control Variables:#0005 Char_Y = Map Y of Player       ◆If:Char_Dir = 8         ◆Control Variables:#0005 Char_Y -= 1         ◆Set Event Location:Projectile1, ({Char_X},{Char_Y})         ◆Set Movement Route:Projectile1 (Wait)         :Set Movement Route:◇Turn Up         ◆       :End       ◆If:Char_Dir = 6         ◆Control Variables:#0004 Char_X += 1         ◆Set Event Location:Projectile1, ({Char_X},{Char_Y})         ◆Set Movement Route:Projectile1 (Wait)         :Set Movement Route:◇Turn Right         ◆       :End       ◆If:Char_Dir = 4         ◆Control Variables:#0004 Char_X -= 1         ◆Set Event Location:Projectile1, ({Char_X},{Char_Y})         ◆Set Movement Route:Projectile1 (Wait)         :Set Movement Route:◇Turn Left         ◆       :End       ◆If:Char_Dir = 2         ◆Control Variables:#0005 Char_Y += 1         ◆Set Event Location:Projectile1, ({Char_X},{Char_Y})         ◆Set Movement Route:Projectile1 (Wait)         :Set Movement Route:◇Turn Down         ◆       :End       ◆Control Switches:#0001 Projectile = ON       ◆     :End     ◆If:Projectile is ON       ◆Loop         ◆If:Char_Dir = 8           ◆Set Movement Route:Projectile1           :Set Movement Route:◇Move Up           :Set Movement Route:◇Move Up           :Set Movement Route:◇Opacity:150           :Set Movement Route:◇Move Up           ◆         :End         ◆If:Char_Dir = 6           ◆Set Movement Route:Projectile1 (Wait)           :Set Movement Route:◇Move Right           :Set Movement Route:◇Move Right           :Set Movement Route:◇Opacity:150           :Set Movement Route:◇Move Right           ◆         :End         ◆If:Char_Dir = 4           ◆Set Movement Route:Projectile1 (Wait)           :Set Movement Route:◇Move Left           :Set Movement Route:◇Move Left           :Set Movement Route:◇Opacity:150           :Set Movement Route:◇Move Left           ◆         :End         ◆If:Char_Dir = 2           ◆Set Movement Route:Projectile1 (Wait)           :Set Movement Route:◇Move Down           :Set Movement Route:◇Move Down           :Set Movement Route:◇Opacity:150           :Set Movement Route:◇Move Down           ◆         :End         ◆Control Variables:#0008 Projectile_X = Map X of Projectile1         ◆Control Variables:#0009 Projectile_Y = Map Y of Projectile1         ◆Control Variables:#0026 Hole1_X = Map X of Hole1         ◆Control Variables:#0027 Hole1_Y = Map Y of Hole1         ◆If:Projectile_X = Hole1_X           ◆If:Projectile_Y = Hole1_Y             ◆Show Animation:Hole1, Pierce Fire (Wait)             ◆           :End           ◆         :End         ◆Control Variables:#0008 Projectile_X = Map X of Projectile1         ◆Control Variables:#0009 Projectile_Y = Map Y of Projectile1         ◆Control Variables:#0028 Hole2_X = Map X of Hole2         ◆Control Variables:#0029 Hole2_Y = Map Y of Projectile2         ◆If:Projectile_X = Hole2_X           ◆If:Projectile_Y = Hole2_Y             ◆Show Animation:Hole2, Pierce Fire (Wait)             ◆           :End           ◆         :End         ◆Control Variables:#0008 Projectile_X = Map X of Projectile1         ◆Control Variables:#0009 Projectile_Y = Map Y of Projectile1         ◆Control Variables:#0030 Test_X = Map X of Test         ◆Control Variables:#0031 Test_Y = Map Y of Test         ◆If:Projectile_X = Test_X           ◆If:Projectile_Y = Test_Y             ◆Show Animation:Test, Pierce Fire (Wait)             ◆If:OnHit is ON               ◆Play SE:Absorb1 (90, 60, 0)               ◆             :Else               ◆Play SE:Battle1 (90, 150, 0)               ◆Control Switches:#0007 OnHit = ON               ◆             :End             ◆           :End           ◆         :End         ◆Break Loop         ◆       :Repeat Above       ◆     :End     ◆   :End   ◆If:Leader = 2     ◆If:Projectile2 is OFF       ◆Play SE:Battle1 (90, 70, 0)       ◆Control Variables:#0003 Char_Dir = Direction of Player       ◆Control Variables:#0004 Char_X = Map X of Player       ◆Control Variables:#0005 Char_Y = Map Y of Player       ◆If:Char_Dir = 8         ◆Control Variables:#0005 Char_Y -= 1         ◆Set Event Location:Projectile2, ({Char_X},{Char_Y})         ◆Set Movement Route:Projectile2 (Wait)         :Set Movement Route:◇Turn Up         ◆       :End       ◆If:Char_Dir = 6         ◆Control Variables:#0004 Char_X += 1         ◆Set Event Location:Projectile2, ({Char_X},{Char_Y})         ◆Set Movement Route:Projectile2 (Wait)         :Set Movement Route:◇Turn Right         ◆       :End       ◆If:Char_Dir = 4         ◆Control Variables:#0004 Char_X -= 1         ◆Set Event Location:Projectile2, ({Char_X},{Char_Y})         ◆Set Movement Route:Projectile2 (Wait)         :Set Movement Route:◇Turn Left         ◆       :End       ◆If:Char_Dir = 2         ◆Control Variables:#0005 Char_Y += 1         ◆Set Event Location:Projectile2, ({Char_X},{Char_Y})         ◆Set Movement Route:Projectile2 (Wait)         :Set Movement Route:◇Turn Down         ◆       :End       ◆Control Switches:#0002 Projectile2 = ON       ◆     :End     ◆If:Projectile2 is ON       ◆Loop         ◆If:Char_Dir = 8           ◆Set Movement Route:Projectile2 (Wait)           :Set Movement Route:◇Move Up           ◆         :End         ◆If:Char_Dir = 6           ◆Set Movement Route:Projectile2 (Wait)           :Set Movement Route:◇Move Right           ◆         :End         ◆If:Char_Dir = 4           ◆Set Movement Route:Projectile2 (Wait)           :Set Movement Route:◇Move Left           ◆         :End         ◆If:Char_Dir = 2           ◆Set Movement Route:Projectile2 (Wait)           :Set Movement Route:◇Move Down           ◆         :End         ◆Control Variables:#0011 Projectile2_X = Map X of Projectile2         ◆Control Variables:#0012 Projectile2_Y = Map Y of Projectile2         ◆Control Variables:#0030 Test_X = Map X of Test         ◆Control Variables:#0031 Test_Y = Map Y of Test         ◆If:Projectile2_X = Test_X           ◆If:Projectile2_Y = Test_Y             ◆Show Animation:Test, Pierce Thunder (Wait)             ◆If:OnHit is ON               ◆Play SE:Absorb1 (90, 60, 0)               ◆             :Else               ◆Play SE:Battle1 (90, 150, 0)               ◆Control Switches:#0007 OnHit = ON               ◆             :End             ◆           :End           ◆         :End         ◆Control Variables:#0011 Projectile2_X = Map X of Projectile2         ◆Control Variables:#0012 Projectile2_Y = Map Y of Projectile2         ◆Control Variables:#0026 Hole1_X = Map X of Hole1         ◆Control Variables:#0027 Hole1_Y = Map Y of Hole1         ◆If:Projectile2_X = Hole1_X           ◆If:Projectile2_Y = Hole1_Y             ◆Show Animation:Hole1, Pierce Thunder (Wait)             ◆           :End           ◆         :End         ◆Break Loop         ◆       :Repeat Above       ◆     :End     ◆   :End   ◆If:Leader = 3     ◆If:Projectile3 is OFF       ◆Play SE:Battle1 (90, 70, 0)       ◆Control Variables:#0003 Char_Dir = Direction of Player       ◆Control Variables:#0004 Char_X = Map X of Player       ◆Control Variables:#0005 Char_Y = Map Y of Player       ◆If:Char_Dir = 8         ◆Control Variables:#0005 Char_Y -= 1         ◆Set Event Location:Projectile3, ({Char_X},{Char_Y})         ◆Set Movement Route:Projectile3 (Wait)         :Set Movement Route:◇Turn Up         ◆       :End       ◆If:Char_Dir = 6         ◆Control Variables:#0004 Char_X += 1         ◆Set Event Location:Projectile3, ({Char_X},{Char_Y})         ◆Set Movement Route:Projectile3 (Wait)         :Set Movement Route:◇Turn Right         ◆       :End       ◆If:Char_Dir = 4         ◆Control Variables:#0004 Char_X -= 1         ◆Set Event Location:Projectile3, ({Char_X},{Char_Y})         ◆Set Movement Route:Projectile3 (Wait)         :Set Movement Route:◇Turn Left         ◆       :End       ◆If:Char_Dir = 2         ◆Control Variables:#0005 Char_Y += 1         ◆Set Event Location:Projectile3, ({Char_X},{Char_Y})         ◆Set Movement Route:Projectile3 (Wait)         :Set Movement Route:◇Turn Down         ◆       :End       ◆Control Switches:#0003 Projectile3 = ON       ◆     :End     ◆If:Projectile3 is ON       ◆Loop         ◆If:Char_Dir = 8           ◆Set Movement Route:Projectile3 (Wait)           :Set Movement Route:◇Move Up           ◆         :End         ◆If:Char_Dir = 6           ◆Set Movement Route:Projectile3 (Wait)           :Set Movement Route:◇Move Right           ◆         :End         ◆If:Char_Dir = 4           ◆Set Movement Route:Projectile3 (Wait)           :Set Movement Route:◇Move Left           ◆         :End         ◆If:Char_Dir = 2           ◆Set Movement Route:Projectile3 (Wait)           :Set Movement Route:◇Move Down           ◆         :End         ◆Control Variables:#0013 Projectile3_X = Map X of Projectile3         ◆Control Variables:#0014 Projectile3_Y = Map Y of Projectile3         ◆Control Variables:#0026 Hole1_X = Map X of Hole1         ◆Control Variables:#0027 Hole1_Y = Map Y of Hole1         ◆If:Projectile3_X = Hole1_X           ◆If:Projectile3_Y = Hole1_Y             ◆Show Animation:Hole1, Pierce Ice (Wait)             ◆           :End           ◆         :End         ◆Control Variables:#0013 Projectile3_X = Map X of Projectile3         ◆Control Variables:#0014 Projectile3_Y = Map Y of Projectile3         ◆Control Variables:#0030 Test_X = Map X of Test         ◆Control Variables:#0031 Test_Y = Map Y of Test         ◆If:Projectile3_X = Test_X           ◆If:Projectile3_Y = Test_Y             ◆Show Animation:Test, Pierce Ice (Wait)             ◆If:OnHit is ON               ◆Play SE:Battle1 (90, 150, 0)               ◆Control Switches:#0007 OnHit = OFF               ◆             :Else               ◆Play SE:Absorb1 (90, 60, 0)               ◆             :End             ◆           :End           ◆         :End         ◆Break Loop         ◆       :Repeat Above       ◆     :End     ◆   :End   ◆If:Leader = 4     ◆If:Projectile4 is OFF       ◆Play SE:Battle1 (90, 70, 0)       ◆Control Variables:#0003 Char_Dir = Direction of Player       ◆Control Variables:#0004 Char_X = Map X of Player       ◆Control Variables:#0005 Char_Y = Map Y of Player       ◆If:Char_Dir = 8         ◆Control Variables:#0005 Char_Y -= 1         ◆Set Event Location:Projectile4, ({Char_X},{Char_Y})         ◆Set Movement Route:Projectile4 (Wait)         :Set Movement Route:◇Turn Up         ◆       :End       ◆If:Char_Dir = 6         ◆Control Variables:#0004 Char_X += 1         ◆Set Event Location:Projectile4, ({Char_X},{Char_Y})         ◆Set Movement Route:Projectile4 (Wait)         :Set Movement Route:◇Turn Right         ◆       :End       ◆If:Char_Dir = 4         ◆Control Variables:#0004 Char_X -= 1         ◆Set Event Location:Projectile4, ({Char_X},{Char_Y})         ◆Set Movement Route:Projectile4 (Wait)         :Set Movement Route:◇Turn Left         ◆       :End       ◆If:Char_Dir = 2         ◆Control Variables:#0005 Char_Y += 1         ◆Set Event Location:Projectile4, ({Char_X},{Char_Y})         ◆Set Movement Route:Projectile4 (Wait)         :Set Movement Route:◇Turn Down         ◆       :End       ◆Control Switches:#0004 Projectile4 = ON       ◆     :End     ◆If:Projectile4 is ON       ◆Loop         ◆If:Char_Dir = 8           ◆Set Movement Route:Projectile4 (Wait)           :Set Movement Route:◇Move Up           ◆         :End         ◆If:Char_Dir = 6           ◆Set Movement Route:Projectile4 (Wait)           :Set Movement Route:◇Move Right           ◆         :End         ◆If:Char_Dir = 4           ◆Set Movement Route:Projectile4 (Wait)           :Set Movement Route:◇Move Left           ◆         :End         ◆If:Char_Dir = 2           ◆Set Movement Route:Projectile4 (Wait)           :Set Movement Route:◇Move Down           ◆         :End         ◆Control Variables:#0015 Projectile4_X = Map X of Projectile4         ◆Control Variables:#0016 Projectile4_Y = Map Y of Projectile4         ◆Control Variables:#0026 Hole1_X = Map X of Hole1         ◆Control Variables:#0027 Hole1_Y = Map Y of Hole1         ◆If:Projectile4_X = Hole1_X           ◆If:Projectile4_Y = Hole1_Y             ◆If:RockHit is OFF               ◆Show Animation:Hole1, Pierce Physical (Wait)               ◆Control Switches:#0009 RockHit = ON               ◆Control Variables:#0032 Transform4 = 0               ◆             :Else               ◆Show Animation:Hole1, Pierce Physical (Wait)               ◆             :End             ◆           :End           ◆         :End         ◆Control Variables:#0015 Projectile4_X = Map X of Projectile4         ◆Control Variables:#0016 Projectile4_Y = Map Y of Projectile4         ◆Control Variables:#0028 Hole2_X = Map X of Hole2         ◆Control Variables:#0029 Hole2_Y = Map Y of Hole2         ◆If:Projectile4_X = Hole2_X           ◆If:Projectile4_Y = Hole2_Y             ◆If:RockHit is OFF               ◆Show Animation:Hole1, Pierce Physical (Wait)               ◆Control Switches:#0009 RockHit = ON               ◆Control Variables:#0032 Transform4 = 0               ◆             :Else               ◆Show Animation:Hole1, Pierce Physical (Wait)               ◆             :End             ◆           :End           ◆         :End         ◆Control Variables:#0015 Projectile4_X = Map X of Projectile4         ◆Control Variables:#0016 Projectile4_Y = Map Y of Projectile4         ◆Control Variables:#0033 Thing1_X = Map X of Thing1         ◆Control Variables:#0034 Thing1_Y = Map Y of Thing1         ◆If:Projectile4_X = Thing1_X           ◆If:Projectile4_Y = Thing1_Y             ◆If:RockHit is OFF               ◆Show Animation:Hole1, Pierce Physical (Wait)               ◆Control Switches:#0009 RockHit = ON               ◆Control Variables:#0032 Transform4 = 0               ◆             :Else               ◆Show Animation:Hole1, Pierce Physical (Wait)               ◆             :End             ◆           :End           ◆         :End         ◆Control Variables:#0015 Projectile4_X = Map X of Projectile4         ◆Control Variables:#0016 Projectile4_Y = Map Y of Projectile4         ◆Control Variables:#0035 Thing2_X = Map X of Thing2         ◆Control Variables:#0036 Thing2_Y = Map Y of Thing2         ◆If:Projectile4_X = Thing2_X           ◆If:Projectile4_Y = Thing2_Y             ◆If:RockHit is OFF               ◆Show Animation:Hole2, Pierce Physical (Wait)               ◆Control Switches:#0009 RockHit = ON               ◆Control Variables:#0032 Transform4 = 0               ◆             :Else               ◆Show Animation:Hole2, Pierce Physical (Wait)               ◆             :End             ◆           :End           ◆         :End         ◆Control Variables:#0015 Projectile4_X = Map X of Projectile4         ◆Control Variables:#0016 Projectile4_Y = Map Y of Projectile4         ◆Control Variables:#0030 Test_X = Map X of Test         ◆Control Variables:#0031 Test_Y = Map Y of Test         ◆If:Projectile4_X = Test_X           ◆If:Projectile4_Y = Test_Y             ◆Show Animation:Test, Pierce Physical (Wait)             ◆If:OnHit is ON               ◆Play SE:Battle1 (90, 150, 0)               ◆Control Switches:#0007 OnHit = OFF               ◆             :Else               ◆Play SE:Absorb1 (90, 60, 0)               ◆             :End             ◆           :End           ◆         :End         ◆Break Loop         ◆       :Repeat Above       ◆     :End     ◆   :End   ◆ :End ◆If:Script:Input.isTriggered("shield")   ◆If:Leader = 1     ◆Set Movement Route:Player (Wait)     :Set Movement Route:◇Image:!Crystal(5)     :Set Movement Route:◇Wait:20 frames     :Set Movement Route:◇Image:Monster(7)     ◆   :End   ◆If:Leader = 2     ◆Set Movement Route:Player (Wait)     :Set Movement Route:◇Image:!Crystal(5)     :Set Movement Route:◇Wait:20 frames     :Set Movement Route:◇Image:juju(0)     ◆   :End   ◆If:Leader = 3     ◆Set Movement Route:Player (Wait)     :Set Movement Route:◇Image:!Crystal(5)     :Set Movement Route:◇Wait:20 frames     :Set Movement Route:◇Image:porcelina(0)     ◆   :End   ◆If:Leader = 4     ◆Set Movement Route:Player (Wait)     :Set Movement Route:◇Image:!Crystal(5)     :Set Movement Route:◇Wait:20 frames     :Set Movement Route:◇Image:Tonetta(0)     ◆   :End   ◆ :End






    I will revise this later if I find a better way of doing any of this.


    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/different-projectiles-on-map-determined-by-leader-or-other.95816/

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