Learn how to create a simple pit that will cause the player to fall to the floor below. This tutorial explains how to use coordinate variables and region IDs in RPG Maker VX Ace.
This was a very good tutorial. I have been debating with myself how to make this into a real trap for the unwary player. First of all I would make the floor tiles all the same pattern and then designate a area code for the tiles that represent the pit. However, I want to give the player a chance to avoid the trap. I was thinking a rogue type character could have a skill named “trap sense” and would then have a random chance of detecting the trap before hand. You would need a event that would give the PCs a random chance of detecting the trap if the party has a rogue. Perhaps the random chance to avoid would get higher depending upon the rogue’s level. From your tutorials I think this could be accomplished with ann event. What do you think?
Yeah, man totally. You can use the techniques from this tutorial to check if the player is on a certain region, and then use variables to create a formula for the rogue’s level. If it’s successful, an effect could happen to alert the player.
Designwise, I’d suggest against using any message popups when the player senses a trap—could get annoying. Something noticeable but small would be awesome. Maybe a sound effect could play or an emotion balloon would appear over the player’s head.
Thanks for the tutorial! Works/looks great :)
This was a very good tutorial. I have been debating with myself how to make this into a real trap for the unwary player. First of all I would make the floor tiles all the same pattern and then designate a area code for the tiles that represent the pit. However, I want to give the player a chance to avoid the trap. I was thinking a rogue type character could have a skill named “trap sense” and would then have a random chance of detecting the trap before hand. You would need a event that would give the PCs a random chance of detecting the trap if the party has a rogue. Perhaps the random chance to avoid would get higher depending upon the rogue’s level. From your tutorials I think this could be accomplished with ann event. What do you think?
Yeah, man totally. You can use the techniques from this tutorial to check if the player is on a certain region, and then use variables to create a formula for the rogue’s level. If it’s successful, an effect could happen to alert the player.
Designwise, I’d suggest against using any message popups when the player senses a trap—could get annoying. Something noticeable but small would be awesome. Maybe a sound effect could play or an emotion balloon would appear over the player’s head.