Wasn't sure if this was more of a general question or an event system question, so sorry if i'm in the wrong spot. Anyway, I'm trying to make a spike trap that automatically goes up and down and the player needs to time their movement to get over it correctly without being spiked.
So it's working well so far, except for one problem: If the player is standing on the spikes when they come up, then nothing happens. Here's my current event coding:
Note: The graphics aren't actually called "Spikes emerging", "spikes half-up" etc. I just thought that made more sense than typing "180-Switch03" or whatever.
Event Name: SpikeTrap
-=-=-=-
Page 1
-=-=-=-
-- Conditions --
Switch: None.
Variable None.
Self Switch: None.
-- Graphic --
Spike Holes (not the actually spike).
-- Autonomous Movement --
Move Route: Custom
Wait: 35 Frames
Switch ON: 006 (SpikeTrapSwitch)
Repeat Action [x]
-- Options --
Through [x]
-- Trigger --
Action Button [x]
-- List of Event Commands --
None.
-=-=-=-
Page 2
-=-=-=-
-- Conditions --
Switch: 006 (SpikeTrapSwitch)
Variable None.
Self Switch: None.
-- Graphic --
Spike Holes (not the actually spike).
-- Autonomous Movement --
Move Route: Custom
Change Graphic: Spikes emerging
Wait: 1 Frame
Change Graphic: Spikes half-up
Wait: 1 Frame
Change Graphic: Spikes up
Wait: 1 Frame
Change Graphic: Spikes half-up
Wait: 1 Frame
Change Graphic: Spikes emerging
Wait: 1 Frame
Switch OFF: 006 (Spike Trap Switch)
Repeat Action [x]
-- Options --
None.
-- Trigger --
Event Touch [x]
-- List of Event Commands --
Play SE: Skill 01
Transfer Player: To the start of the room.
Change HP: Entire Party, -50
So if the player touches the spikes when they're up, that works no problem. It's just if the player is already on the tile when the spikes DO come up that nothing happens. Any suggestions?