[ December 19th, 2007 ]


Door Tutorial for RPG Maker XP



Fridge Games' Dwight's Door Systems
The Easy Way
By Dwight Delleva
Created using RPG Maker XP

If RGSS100J.dll is not found. Put the RGSS100J.dll in the:
C:WindowsSystem32

Updates in this version:
The waiting time "20" in the interior doors inside the ruin and
the tombstone was changed to 10. 20 makes the character pause.
By lowering it to 10, the pause was omitted. This enable the
character to move forward directly without waiting for the door
to close.

Added three new doors. Two interiors and one exterior. The first
interior door opens when the hero touches it. It remains open
until the hero touches it again and then the door automatically
closes. The other new interior door is the best door ever that uses
only one event. The last new exterior door closes after getting out of
the house as seen in the demo.

See the 2nd part of this document below link:
http://tabulas.com/~undwight/1538414.html

New Download Link:
New Download Here!

Old Download link:
Download Link 1

7 total number of door systems. 2 easy doors, tomb door, door with switch (+ version 2), interior door, door locked from the other side, and unlocking a door with a key. Suggestions are welcome. The first three doors and the tomb door only require one event. However, the other 4 remaining door systems requires three events. The last 4 doors come with what I call a magic trick event. This trick event covers up in between two events to make the door passage a breeze. I also posted gif's of the events to show how the events work. But I suggest that you download the demo to easily copy and paste my door event systems to your games.

Also added a free lamp event.

All the door event systems are compiled in one demo.


1. Door 1

The simplest and the easiest kind of door you can make. Doors 1 to 3 are applicable for the interior or exterior of closed areas.

Instructions:

Insert an event on map. Double-click to edit event and set door graphic. Set Options to No Animation and Trigger - Action Key.



On the Event Commands, just Play any door sound effect and Teleport to the desired location.



Demo:


Character opens the door and is teleported outside the house.


2. Door 2

The door opens and the character passes on it before he teleports.

Instructions:

Insert an event on map. Double-click to edit event and set door graphic. Set Options to No Animation and Trigger - Action Key. On the Event Commands, follow correctly as what is shown in the image below.



Demo:



Character opens the door and he moves up before he teleports outside the house.


(Version 2)

The door opens and the character passes on it. The character disappears before he teleports.

Instructions:

Insert an event on map. Double-click to edit event and set door graphic. Set Options to No Animation and Trigger - Action Key. On the Event Commands, follow correctly as what is shown in the image below.



Demo:



Character opens the door and he moves up. He disappears before he teleports outside the house.


3. Tomb Door

The tomb's door opens before teleporting.

Images:



Note:

* No need to set transparency on the second picture. I have already set the blue background to transparent and the gray shadow of the tomb to semi-transparent. Just copy the image and paste it on the Characters folder.
* You can use either the two tomb characters.

Instructions:

Insert an event on map below the tomb.



Double-click to edit event and set tomb door graphic. Set Options to No Animation and Trigger - Action Key. On the Event Commands, follow correctly as what is shown in the image below. Tip: You can also change the character's opacity to zero when passing the door before teleporting underground.



Add a New Page and on the Event Commands, copy as what is shown below.



Demo:



Character opens the tomb door and moves up to enter it.


4. Door with Switch

The cell's door opens when a switch is operated. Note: Any door character graphic can be used, in my example; I used the prison cell door.

Instructions:

Insert a switch operation and call it as Cell1.

Insert the first event for the prison door.



For the door: (Version1)

Insert an event on map as what is shown in the next image. Double-click to edit event and set prison cell door graphic. Set Options to No Animation and Trigger - Action Key.



Add a New Page and insert what is shown below. Preconditions - set Cell1 (Switch Operation) and Switch it on. Trigger - Hero Touch.



Insert a new event above the passage or just above the first event, edit and copy as what is shown below. Options - No Animation, Trigger- Hero Touch. Follow Event Commands as what is shown below.





For the switch:

Insert a new event and place it on map reachable by the playing character. Set the the switch graphic.



(First Page)

Options - No Animation, Trigger - Action Key and enter Event Commands as what is shown below. Add a Conditional Branch depending where the Sprite or your character is facing the switch, like my example below. Refer to what is shown in the picture above.





(Second Page)

Options - Lock Facing. Tip: You can also set a sound effect like the "057-Wrong01" using the rtp from the Sound Effects folder so when the player switches it, it will inform the player that the switch can no longer be used.



(Version2)

This makes the switch for the prison cell's door a real switch. When you lower down the switch, the door opens. When you move up the switch, the door closes. Just add these event commands as what is shown below. Off all switches from the first page.



Demo:


Character turns down the switch, the door opens. When he turns the switch up, the door closes. (Version 2)


5. Interior Door

Press action button to open door. (Original idea by Dubealex) This is new simpler and better version than DA's. All the doors are enlarged and the white color is omitted. The "move up" option depends on the height of the wall. DA's version makes the autotile wall impassable. In this version, nothing is changed. DA's version makes a door automatically open when touched from the event above the door. It is actually better to open a door by turning on Action Key than Hero Touch.

Image:



Note: The white area of the door is already transparent.

Instructions:



Insert a new event and set the door graphic. Options - No Animation, Trigger - Action Key. Copy as what is shown below under the Event Commands.



Insert a new event above the door passage.



Options - No Animation, Trigger - Action Key. Copy as what is shown below under the Event Commands. Set Conditional Branch - Sprite is Facing Down.



This is my "magic trick" event. Insert a new event. Set graphic to a character looking alike your tile and its finished. Options - No Animation, Trigger - Action Key.



Demo:



Character opens the door from this side, walks to the other side of the room, the door closes and character opens door from the other side.


6. Door Locked from the Other Side

You can not enter a door way not unless you unlocked the door from its other side.

Instructions:

Insert a new event and set door graphic. Add a switch operation and call it anything (Door3 Opens as for my example).



On the Event Commands, follow what is shown below. Insert a message that you unlocked the door.



Insert a New Page and on the Event Commands, copy what is shown below.



Insert an event above the door.



Display a message that the door is locked. Your hero could move or not move backward after the message. Copy as what is shown below on the Event Commands.



Insert a new page and copy as what is shown below.



Insert "magic trick" event. Insert a new event. Set graphic to a character looking alike your tile and its finished. Options - No Animation, Trigger - Action Key.



Demo:




7. Door Unlock with Key

A key is needed to unlock a door.

Instructions:

Create a key item from the Item Database. I called my key 1st Floor Key. Insert an event and set door graphic. Tip: You can create doors with various types of keys needed to unlock doors.



On the Event Commands, follow everything below. Insert Conditional Branch with Key Possessed and on Else Handler, play a sound effect of a locked door and show a message stating that the door is locked. If 1st Floor Key is Possessed, the door will open, and will not open otherwise.



Insert a new event above the door.



On the Event Commands, copy everything as what is shown below. Insert Conditional Branch with Key Possessed and on Else Handler, play a sound effect of a locked door and show a message stating that the door is locked. If 1st Floor Key is Possessed, the door will open, and will not open otherwise.



Insert "magic trick" event. Insert a new event. Set graphic to a character looking alike your tile and its finished. Options - No Animation, Trigger - Action Key.



Insert a new event and set key graphic.



On the event commands, follow what is shown below. Show a message stating that you got the key.



Insert a New Page and turn on Local Switch A.





Character picks up a key to open a lock door


4 Leave a Comment


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Anonymous (guest)

Comment posted on June 22nd, 2009 at 05:33 AM
<h1>temporary,Frederic jade reasonings?cushions impractical umbrellas . </h1>

pr (guest)

Comment posted on October 2nd, 2008 at 02:38 PM
Tutorial is great, can you plz reup demo file ? :D

Anonymous (guest)

Comment posted on January 13th, 2008 at 11:03 AM
OMG, thanks you very mush! this guide is needed! now, thanks to you, we can make doors that needs keys to open!


You are great! :-D

bob (guest)

Comment posted on December 22nd, 2007 at 09:21 AM
Very very nice thanks alot!

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