Alright, so if you've ever played Final Fantasy 12 you will most likely know what a trap is. They are basically visible landmines that can have adverse or positive effects when a player steps on them.
Above: A trap set on the ground in Final Fanasty 12, more than likely an explosion trap
My traps are made so that they are below character level and activated by player touch...for the icon I've been using the red pentagram sprite with the direction fix AND stepping animation for glow effect... Now I'll show you how the event is set up, it's honestly easy as hell...
Hope somebody finds this useful, I thought it was a pretty cool idea. (that I came up with will playing Final Fantasy 12 ... ) You'd really have to be a noob2life if you can't follow these steps....but if you need help post and I'll help -_-
Above: A trap set on the ground in Final Fanasty 12, more than likely an explosion trap
My traps are made so that they are below character level and activated by player touch...for the icon I've been using the red pentagram sprite with the direction fix AND stepping animation for glow effect... Now I'll show you how the event is set up, it's honestly easy as hell...
- Spoiler:
So the first thing you do in the event is put control variables...make a new variable using the drop down list (SINGLE). Make sure operation is clicked at SET. Next click the option RANDOM and put in your numbers, mine are 0 ~ 2.
This means that when ever this variable is called it will randomly picks a number in between 0-2 ultimately meaning this variable is a 33% chance variable Every 1 in 3 traps will go off, but this won't happen every 3, they can happen one after another, it's random, and you'll see why in a minute...
You can also increase or decrease odds with those numbers so play around with what you want...keep the left side 0... the higher the number on the right side the lower the chance of the trap setting off.
What you're going to see next is the actual event string... copy it.
- Spoiler:
This is my model of a trap...
As you can see I control the variable traps, then I have a conditional branch that traps is set to 2, this means that every time the number 2 randomly generates the trap will blow my players to dust with massively damaging bombs, however you don't have to do what I did, you can make your trap do anything you want it to, I have some that call monsters, some that heal...you can basically make them do anything...
Don't forget to make a second page for this event blank with just control self switch A checked off!!!
Hope somebody finds this useful, I thought it was a pretty cool idea. (that I came up with will playing Final Fantasy 12 ... ) You'd really have to be a noob2life if you can't follow these steps....but if you need help post and I'll help -_-
Thu Dec 08, 2011 3:51 pm by Revival
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