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So... floor damage/spikes?
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Topic: So... floor damage/spikes? (Read 1481 times)
elmerg
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Initiate
Posts: 16
So... floor damage/spikes?
«
on:
July 11, 2006, 08:50:29 PM »
I found some code in an RM2k3 game that I'm trying to decipher; it's a switch that turns on these spiked floors that do damage when you touch them; they move out, and you take damage if you step on them. They retract, and they're down for about 3/10th of a second, for the character to step across.
I've got the code open and looking at it, and it just seems... I dunno. Incomplete, maybe. Maybe I'm missing something. I'm not sure exactly how I'd do it. Any advice or input would be great.
Ideally, I'd like to set this up so that the spikes will move and do the damage, and somewhere there's a button/switch. Of course, GETTING the requisite switch and events done is a much harder thing to deal with.
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Meiscool-2
Sage
Posts: 7,030
If you support n00bs, you support communism.
(No subject)
«
Reply #1 on:
July 11, 2006, 08:59:10 PM »
It's very basic.
Para: wait 0.7 turn spikes on
wait 0.3 turn spike off
Then one every event, make two pages.
You should know how to do the rest.
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elementalhero76
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The Writer of Light
(No subject)
«
Reply #2 on:
August 02, 2006, 06:44:12 PM »
i have a chipset that has upper layer floor spikes so I'll keep that in mind...
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Retired RM2k3 user. Using VS2015 Pro.
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So... floor damage/spikes?