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    I know it can be done!

    i just started making my game and i can't figure out how to hold more items, so i assume i have to use variables to somehow multiply the same item in my inventory to make room for others? for example: i don't want 2 herbs taking up 2 spots i want it as herb x2....ugh...HOW?!

    my brain is drooling

    #2
    Re: I know it can be done!

    I've not worked directly with items in RPGM3 for some time, but I believe when you are making the item (and you might have to L1/R1 over to the next screen), it gives you the option to make the item 1 use, unlimited use, or allows you to designate the number of uses you wish for it to have.

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      #3
      Re: I know it can be done!

      I think hes asking how to stack items that are the same...not sure though.

      Anyways you cant stack items, which is one of RM3's drawbacks, each character can only hold 10 items, but like I said, they cannot be stacked, but they can hold unlimited treasures(which isnt really worth anything along the lines of potions and what-not since they cant do anything without coding).

      Also having this limitation puts a strain on how you make your quests, since youll need enemies to drop items, make chests, or place shops close together.

      Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

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        #4
        Re: I know it can be done!

        For all intensive purposes, you can't stack items in RM3. I think RM2 allowed for an unlimited "bag" and, if you were good enough with you software, allowed you to get around the "bag" concept altogether.

        If you're using items simply as placeholders for quests, the best solution is to remove the item from the game and simply track whether the player "has" the item using a variable.

        If the item has a use (and is consumable, like a potion), the best solution is probably to increase the number of uses.


        How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

        "I live and love in God's peculiar light." - Michelangelo

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          #5
          Re: I know it can be done!

          Like those guys said, your best off creating an item with multiple uses, or "charges." In my game the first healing item only has one charge, and the second healing item has five charges, but the same healing ability. (An herbal leaf, and a laural of five of those herbal leaves).
          stodi no na ka cenba

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            #6
            Re: I know it can be done!

            yep i guess i will have to create a different healing scheme than i originally thought - i would have tried for days to stack items, so thank you!

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              #7
              Re: I know it can be done!

              It might be a tad advanced if you're completely new to RPGM, but it is possible to create something that works a little like the item boxes in Resident Evil using specially designated item storage areas and characters.

              I think it's trick #22 in the "tricks to spice up your game" thread. That particular thread is an excellent starting point for answering many of the questions you may have regarding RPGM3's limitations and capabilities.

              Right now you should probably consider making multi-use items until you've come fairly close to finishing your game, since the storage area idea does take up a bit more memory, and you'll be considerably more experienced with the system.

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