[RM2K3] [RM2K] BOOTS THAT RESIST HOT SANDS PROBLEM
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thedarkdreamer here again. Hello good sir. How are you. I am well, bep.
So I have an idea for an item that are called the Tundra Boots: they raise both INT and AGI, and protect against burning and fire damage. Though I'm trying to not use the negate terrain damage function: you would have to be wearing them in order to protect yourself against firy sands! This is in RM2k. I made an event, that has the following for each character that is a player touch below hero event:
Conditional Branch, (Character) has (Tundra Boots) equipped
@>
:Else,
@>Play SE: Fire2
@>Flash Screen (R031, G024, B000, V020) @1.0s
Change HP: Entire Party, -5
In theory this would make it that when the character has the boots equipped, no damage from the event is taken, otherwise, it'll play a sound, flash the screen, and change parties' HP. But even when the item is equipped it is still damaging the party. I am confused. Why. Just why. Dunno what I'm doing wrong. Need some help!
So I have an idea for an item that are called the Tundra Boots: they raise both INT and AGI, and protect against burning and fire damage. Though I'm trying to not use the negate terrain damage function: you would have to be wearing them in order to protect yourself against firy sands! This is in RM2k. I made an event, that has the following for each character that is a player touch below hero event:
Conditional Branch, (Character) has (Tundra Boots) equipped
@>
:Else,
@>Play SE: Fire2
@>Flash Screen (R031, G024, B000, V020) @1.0s
Change HP: Entire Party, -5
In theory this would make it that when the character has the boots equipped, no damage from the event is taken, otherwise, it'll play a sound, flash the screen, and change parties' HP. But even when the item is equipped it is still damaging the party. I am confused. Why. Just why. Dunno what I'm doing wrong. Need some help!
If only one character has it equipped that would mean you're only ignoring one of the Else statements but not all of them. Thus 3 of them are likely still running. You just need to run the else code separately in a single check like a switch or something.
something like that
if character a has boots
else
switch on
if character b has boots
else
switch on
if character c has boots
else
switch on
if character d has boots
else
switch on
if switch on
run damage code
switch off
something like that
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