[RM2K3] HOW TO GET EVENT DO SWING OPEN DOOR?
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I'm having an issue with a charset I downloaded from the FSM Recovery Project. Using the Project2003.exe file found on this thread, I've got quite the collection of things to use (Legality wise I assume it's all good for non commercial due to it being hosted here). Anyway, one sheet in particular is giving me grief:

Pretty much I can't get this Jail door to allow access after opening. Making an event and having it run its animation causes it to flip over. Anyone know where I can find a workaround or another cell door char?

Pretty much I can't get this Jail door to allow access after opening. Making an event and having it run its animation causes it to flip over. Anyone know where I can find a workaround or another cell door char?
From your complaint, I'm assuming you're moving from one room to another on the same map, so there's no teleport.
First, make sure your ceiling is marked in the database with a square, otherwise you won't be able to pass under it. Next, make sure your player can only initially enter from on direction, otherwise the switch will mess up. You need two events. First is the door event. Make it a touch event. Now, other people will tell you to operate the door with move events, but check how many doors they have like mine in their games. That's the chest trick. It doesn't work for doors. Your character won't pass through. You have to use variables. No choice.
Create an event with four pages for your door. On each page set the graphic for the door. On the first page, set the door facing down, with variable set to Greater than or Equal to 0. On the second page, set the door facing right, with a variable greater than or equal to 1. Page three, door up, variable < or = 2. Page 4, door left, variable < or = 3.
Your code will look like this (I like the flow of the wait time on this, but you can set wait times to whatever you like):
Now, this event should be in the same position as the door. The second event is in the next tile above the door. In 2K3, this kind of door cannot be made in one event. Don't ask me why, I don't know. No matter how you do it, if you try to put all operations into one event, it freaks out and glitches.
So your first event is your door entry. Your second event is your door exit. It will also be set to touch event (or, you could set these events to action key, if you like). Place this second event directly above the door tile, in other words, the tile you'll be touching when you're ready to leave. Your code is exactly the same as above. The same variables, the same operations, everything, except that you'll need to change the move event so the hero moves down. This event will also need only one page.
This is much easier on VX Ace. It works a little different, but it's essentially the same, and can be done in one event, and doesn't require all of those other event windows.
Remember, operating the door with a move event does not work with this kind of door. It only works on doors leading to other maps.
I really need to write a tutorial and start sending people there. Get a little makerscore.
Even better, you can reuse the variables, unlike switches. Now, if multiple doors are visible from a single screen, you'll need to use different variables or they'll all open and close at once, but as long as you can't see any other doors, you can use the same variable to your heart's content.
First, make sure your ceiling is marked in the database with a square, otherwise you won't be able to pass under it. Next, make sure your player can only initially enter from on direction, otherwise the switch will mess up. You need two events. First is the door event. Make it a touch event. Now, other people will tell you to operate the door with move events, but check how many doors they have like mine in their games. That's the chest trick. It doesn't work for doors. Your character won't pass through. You have to use variables. No choice.
Create an event with four pages for your door. On each page set the graphic for the door. On the first page, set the door facing down, with variable set to Greater than or Equal to 0. On the second page, set the door facing right, with a variable greater than or equal to 1. Page three, door up, variable < or = 2. Page 4, door left, variable < or = 3.
Your code will look like this (I like the flow of the wait time on this, but you can set wait times to whatever you like):
<>Play Sound: Open1
<>Variable Oper: [0001:Door 1] Set, 1
<>Wait: 0.3 Sec
<>Variable Oper: [0001:Door1] Set, 2
<>Wait: 0.3 Sec
<>Variable Oper: [0001:Door1] Set, 3
<>Move event: Hero, Move Up, Move Up, Move Up (must be three steps or you'll get stuck)
<>Wait: 0.6 Sec (or Proceed With Movement. If you choose wait, don't make that .6 any shorter)
<>Variable Oper: [0001:Door1] Set, 2
<>Wait: 0.3
<>Variable Oper: [0001:Door1] Set, 1
<>Wait: 0.3
<>Variable Oper: [0001:Door1] Set, 0
<>Play Sound: close1
<>
Now, this event should be in the same position as the door. The second event is in the next tile above the door. In 2K3, this kind of door cannot be made in one event. Don't ask me why, I don't know. No matter how you do it, if you try to put all operations into one event, it freaks out and glitches.
So your first event is your door entry. Your second event is your door exit. It will also be set to touch event (or, you could set these events to action key, if you like). Place this second event directly above the door tile, in other words, the tile you'll be touching when you're ready to leave. Your code is exactly the same as above. The same variables, the same operations, everything, except that you'll need to change the move event so the hero moves down. This event will also need only one page.
This is much easier on VX Ace. It works a little different, but it's essentially the same, and can be done in one event, and doesn't require all of those other event windows.
Remember, operating the door with a move event does not work with this kind of door. It only works on doors leading to other maps.
I really need to write a tutorial and start sending people there. Get a little makerscore.
Even better, you can reuse the variables, unlike switches. Now, if multiple doors are visible from a single screen, you'll need to use different variables or they'll all open and close at once, but as long as you can't see any other doors, you can use the same variable to your heart's content.
Thanks so much for this, really appreciate the in depth walkthrough. Thanks again!
EDIT: One thing, in my version of RPG Maker 2003 (Steam copy) there's no Square option for tileset pass ability in the database; just a circle, cross and star. Would Star be what I'm after?
EDIT 2: Got to my PC, the star is the square in this case, thanks again!
EDIT: One thing, in my version of RPG Maker 2003 (Steam copy) there's no Square option for tileset pass ability in the database; just a circle, cross and star. Would Star be what I'm after?
EDIT 2: Got to my PC, the star is the square in this case, thanks again!
No, star just lets you walk under tiles. The square is specifically for the ceiling and it lets you move down under the ceiling tile, but not side from side.
In your first tile layer, in the auto-tiles, you should have the option for four tags...how do I explain this without pictures...
Your first set of auto-tiles is your water. These are the animated tiles at the very top. Your next auto-tiles are your floor tiles. There are two or three rows of these. The last two tiles in the autotiles are ceiling tiles and if you look, you'll see they're set to square, but you should be able to set any floor autotile to square. Only autotiles can be set to squares. Anything below that, and you only have x, o, and star.
In your first tile layer, in the auto-tiles, you should have the option for four tags...how do I explain this without pictures...
Your first set of auto-tiles is your water. These are the animated tiles at the very top. Your next auto-tiles are your floor tiles. There are two or three rows of these. The last two tiles in the autotiles are ceiling tiles and if you look, you'll see they're set to square, but you should be able to set any floor autotile to square. Only autotiles can be set to squares. Anything below that, and you only have x, o, and star.
New issue has arised; and I don't think scripts will help. I walk into the door and the animation plays, but the animation is just a door sliding over the bars and then going back into nothingness. I assume this means the door can't stand by itself.
What I'm trying to make it a prison cell with a cell door on the front like this. The player then walks up to it, opens it and it closes behind them. However, the cell door I have here obviously doesn't work. Any idea where I could find another? :/
What I'm trying to make it a prison cell with a cell door on the front like this. The player then walks up to it, opens it and it closes behind them. However, the cell door I have here obviously doesn't work. Any idea where I could find another? :/
If you look, that's how the animation is. You have two options. You can switch the door to the other side so that it appears to slide into the wall, or, you can switch from variable to move event. For the type of animation you want, you can get away with a move event, because it's moving the event out of the characters way.
Just create an event with one page, set your cell door graphic, and then when you trigger the event, have the cell door move to the right. You can either give the player free control at this point to walk through, in which case, position your second event so when the player leaves, upon touching the second event, the door automatically slides back into position.
Otherwise, make the door event as I originally described, except with a move event that physically moves the graphic over instead of variables. In the case of a sliding door, you can use move events. You shouldn't have to use a switch. You may want to use one of the Earth magic sound effects for the cell door sliding instead of the standard open and close effects (although one of the close effects is a steel door that would go well.)
Just create an event with one page, set your cell door graphic, and then when you trigger the event, have the cell door move to the right. You can either give the player free control at this point to walk through, in which case, position your second event so when the player leaves, upon touching the second event, the door automatically slides back into position.
Otherwise, make the door event as I originally described, except with a move event that physically moves the graphic over instead of variables. In the case of a sliding door, you can use move events. You shouldn't have to use a switch. You may want to use one of the Earth magic sound effects for the cell door sliding instead of the standard open and close effects (although one of the close effects is a steel door that would go well.)
Thanks for the help. Didn't realise you can force a graphic to move over a tile, should prove useful for future. Worst case scenario I'll just use one of the default steel doors, and as you said one of the close doors sounds quite nice with it, so it wouldn't be that out of place. Thanks again.
EDIT: Skipped words
EDIT: Skipped words
Hey there; I've recently come back to this and theres still an issue. I have the door swing opening fine, but the player does not walk down. I'm using a default door. The code is exactly as you've put it. What is happening?
Try adding a Phasing Mode On before the hero is moved and then use a Phasing Mode Off to turn it off right after he moves. If he moves now, the problem lies in either a timing issue (where the door and the hero are trying to occupy the same space) or the passability of one of the tiles (where the hero is having his move interrupted by an impossible move).
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