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Ruby/RGSS3 questions that don't deserve their own thread


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#1661 AeghtyAteKees

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Posted 09 February 2015 - 05:20 PM

That could definitely be useful for the player, no doubt. But perhaps a fireball can justifiably fly over a passable tile as long as it's passable from some direction. I tend to use the directional passibility to keep player from walking off cliffs of doing something that breaks illusion perspective. I dunno if a fireball would matter in that sense, and I also don't use the directional passage settings very often. I think I've figured it out well enough--at least to make it work--with the code above. That's for your reply though. :)



#1662 AeghtyAteKees

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Posted 13 February 2015 - 11:11 PM

I'm guessing it's okay to double post here if I have a different question, since this thread is for multiple questions?

 

Is there any acceptable place to but a line break in this script call?

$game_map.events[$game_variables[50]].animation_id = 120

Everything I try crashes. Or, is there a workaround?

 

Thanks!



#1663 Glasses

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Posted 14 February 2015 - 05:27 AM

If it's too long for the script call, you can do this.

v = $game_variables[50]
$game_map.events[v].animation_id = 120

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#1664 Arin

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Posted 18 February 2015 - 01:51 PM

EDIT: Figured it out.


Edited by Arin, 18 February 2015 - 02:03 PM.

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#1665 AeghtyAteKees

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Posted 18 February 2015 - 01:57 PM

If you're using events, there's an option for that under the conditional branch command. Although, if you have a script that modifies your equipment (types/slots) that may not work.

#1666 DarthVollis

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Posted 19 February 2015 - 06:16 AM

Question that has been bugging me.

 

Say I have a tall character and I make the sprite so when you press down instead of walking down the character ducks i.e. like a platformer. I was wonder is there a way to change the collision from two high to one high so in essence the character is actually ducking?


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#1667 KilloZapit

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Posted 19 February 2015 - 02:37 PM

You would first have to make the collision be more then one tile in the first place and probably need a pixel movment system or something. As far as I know, by default all character collisions are a single tile regardless of how bit the sprite actually is anyway, and multible tile collisions are not possible.



#1668 AnarchCassius

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Posted 19 February 2015 - 06:47 PM

Well you can use this: http://www.rpgmakerv...aracter-sheets/ to get multitile characters...

 

I have no idea how that will work with any platformer aspects though and you'd need to do some tweaks to change it dynamically.


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#1669 DarthVollis

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Posted 25 February 2015 - 10:03 AM

Is there a way to tie deaths to a variable? I thinking about taking out he game over part of my game and would like to count the times the player dies.


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#1670 SoulPour777

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Posted 25 February 2015 - 10:33 AM

Where do you want it to be checked? On a particular scene?


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#1671 DarthVollis

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Posted 25 February 2015 - 11:20 AM

I mainly need it for achievement purposes and stats at the end of the game. I just need to know if I can tie it to a variable. I have a script that lets me display variables.


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