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Anemoi

[XP] "Bombs Away!"

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"Bombs Away!" v3.0

 

(If this is in the wrong section, please move it to the correct one)

 

v1.0 = original, full of bugs

v2.0 = modified by my good old friend Dieguin451, which he fixed all the bugs but I lost it

v3.0 = actual version, made anew with no bugs found at the moment

 

Description:

 

This event system occurred to me back when my fan level of The Legend Zelda was really high... It occurred to me "why not try and make bombs in RPG Maker, using only events?" and so I did. That's exactly what this event system does... you can put bombs on the map and it will obviously explode, however, if it's in front of a crumbled wall, a weak rock, etc. (your choice) the latter will explode along with the bomb, revealing something (up to you).

 

Limitations are that the explosion DOESN'T affect you and you can only put one bomb at a time. But, nevertheless, it's a simple event system, easy to understand, and easy to modify.

 

Explanations:

 

This event system only uses two events: the one that constantly checks both the player's and the bomb's X and Y coordinates and the event of the bomb, that stalks you everywhere you go...

 

The bomb is divided in three phases:

 

  • Initialize Explosion - we check if Z is being pressed, if so we check if the player has at least one bomb, and if he/she does then we move the bomb event to the player's coordinates, take away one bomb, and turn on Local Switch A to move on to the next phase
  • Bomb Explodes - we wait for the bomb to explode (some frames, to make it more realistic), show some classy yet fancy animation and we check two things: the bomb's X and Y coordinates. If the coordinates are in the right place (say... in front of a crumbled wall, a weak rock, etc.) then we turn on a Global Switch (note that each wall or whatever must have its own Global Switch) that will "explode" the wall (or whatever) and following that we turn on Local Switch B to go to phase 3; else if the conditions are not made, we simply wait a few frames (the recommended amount is that equal of the animation, in this case 13 will suffice) and turn off Local Switch A to go back to the beginning, so we can use the bomb again. Why wait frames? If you don't do so, the explosion is going to stalk you, that's why
  • Return - we simply turn off Local Switch A and simply wait a few frames (the recommended amount is that equal of the animation, in this case 13 will suffice) and turn off Local Switch B to go back to the beginning, so we can use the bomb again. Why wait frames? If you don't do so, the explosion is going to stalk you, that's why

 

For more information please refer to the top-left events in the map. (Comments in them explaining step by step, although they are practically the same as what I explained above... just a little more detailed)

 

Screenshot:

 

It's just a freaking bomb but oh well...

 

BombsAway.png

 

 

Download Link:

 

"Bombs Away!" English Version (FileFront)

 

Credits:

 

Capt. Malboro / Anemoi (nicknames of mine... choose whichever you like best)

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This is cool, no bugs spotted at all. You could also set it up that if the character is on the bomb when it explodes, you lose health or call a Game Over.

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