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    About my current RM3 game.

    I was just wondering if anyone has done this before, or if i will be completely wasting my time with it.

    Due largely in part to obrights tracking gold trick (which is basically how this all works anyway, just a different route to take with it), I have devised a pretty nifty way to track multiple treasure items (I've tested up to three different types so far) and allow them to "stack" in your treasures inventory. The key part of this is getting them to stack.

    The basic idea is, you receive different types of gems (soul gems) from defeating random enemies, and with these gems you can make an offering to receive attribute and skill upgrades however you wish. Basically, you decide the rate in which your character progresses, and choose the rate in which your attributes progress.

    I won't bore you with all the code unless you are curious (I really don't feel like typing it all out right now), but I am able to achieve this with multiple auto events which are triggered by other auto events (6 in total in 1 field), and lots of treasure items of the same name.

    The nifty part is, you are able to see in your (treasures) inventory just how many of each type of gem you've aquired, ranging from 00/10 to 10/10 of each type (so it takes up quite a bit in the item database). So when you aquire all 10 of a certain type, you can offer them in exchange for stat upgrades etc.

    I'm thinking of posting this in the tricks thread (with the code) but I just wanted to see if anyone knows if this has already been done (I haven't found anything on it) or if it's even a good idea to begin with.

    I've tested this dozens and dozens of times, and it works without fail or complication (the screen has a slight twitch after battles due to the event processing, but thats it).

    Also, does anyone know if there is a maximum number of auto events you can run in one field? I've tried only six so far, but I plan on adding a fourth type of gem, which will bring the total to eight auto events.

    -----------------------------------------------------------------------------------
    EDIT: Ok, heres what I did (sorry if I don't explain this well):

    First, you need to create 12 treasure items. First one is "Blue Gem", which you will have your monster party drop. The other 11 will be named "BG 00/10 through BG 10/10"

    "BG 00/10" needs to be in your possession when you start.
    (BG = Blue Gem)

    Then:
    (Obrights gold tracking trick)
    EVENT 1 (BG Tracker) MODE 1
    Invisible
    Auto
    With Treasures ----- (Blue Gem)

    CODE:
    Increase Shared Variable ----- (Shared Variable 01 + 1)
    Obtain Treasures ----- (Blue Gem 01/10)
    Lose Treasures ----- (Blue Gem 00/10)
    Lose Treasures ----- (Blue Gem)

    MODE 2

    Auto
    Value = Specified Value ----- Shared Variable 01 = 11
    With Treasure ----- (Blue Gem)

    CODE:
    Lose Treasures ----- (Blue Gem)
    (This stops you from aquiring a Blue gem in your inventory when you aquire "BG 10/10")

    EVENT 2 (BG Counter) MODE 1 (this event "stacks" the gems in your inventory)
    Invisible
    Auto
    Value = Specified Value ----- Shared Variable 01 = 2
    With treasuer ----- (BG 01/10)

    CODE:
    Obtain Treasure ----- (BG 02/10)
    Lose treasures ----- (BG 01/10)
    Add Mode ----- (BG Counter)

    MODE 2
    Auto
    Value = Specified Value ----- Shared Variable 01 = 3
    With Treasure ----- (BG 02/10)

    CODE:
    Obtain Treasures ----- (BG 03/10)
    Lose treasures ----- (BG 01/10)
    Lose Treasures ----- (BG 02/10)
    Add Mode ------- (BG Counter)

    and so on...... I have 9 modes for 10/10 Blue Gems.

    in the ninth mode, you need to place:

    Increase Shared Variable ----- Variable 01 + 1
    Add Mode ----- (BG Tracker)
    Modify Mode ----- (BG Counter/mode 1)


    at the end of the code.

    this will remove the treasure item "Blue Gem" from showing up in your inventory after you accumulate 10/10 Blue gems, and resets everything for when you use those 10 gems and are reduced back to 00/10 Blue gems. ( you would need a third event anywhere else that is either touch or button activated which reduces Shared Variable 01 back to 0, and removed Treasure "BG 10/10" and adds Treasure "BG 00/10", when you offer them for upgrade. This will enable the cycle to repeat itself.

    It works, and hopefully I typed all the code correctly

    Sorry if this is confusing, I know I'm not very good at explaining things sometimes.
    I'm sure there are better ways to do this, and your input is appreciated.


    Last edited by Wavelength; 10-23-2008, 01:31 PM.

    #2
    Re: About my current RM3 game.

    I did something similer in Evil Fantasy. I didn't track it with treasure items. I used the Int stat. The items are used to up grade stats. It's deffinetly worth adding to the tips and tricks thread.

    You can have 20 events on a field.

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      #3
      Re: About my current RM3 game.

      I edited my post to include the code.

      Comment


        #4
        Re: About my current RM3 game.

        Hey! Awesome.

        I'm glad I could help in some small way.

        Oh, and it shouldn't matter how many auto events you have on a map, unless multiple ones are activated at once, in which case things might get hairy. But as long as you're only dropping one kind of gem per battle, you'll only ever be activating one event at a time.

        I did something similar in Tree of Life, with the 'INT' tokens. Only thing is, I had to track your number of INT tokens by hijacking the INT stat. How are you doing this so that you can tell how many you have in your inventory?

        Wait...I see now. You have 10 items for each gem, and you called each one 'Red Gem - 01', etc. VERY cool, man.
        Last edited by Ωbright; 10-22-2008, 10:11 PM.

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          #5
          Re: About my current RM3 game.

          Originally posted by Ωbright View Post

          Oh, and it shouldn't matter how many auto events you have on a map, unless multiple ones are activated at once, in which case things might get hairy. But as long as you're only dropping one kind of gem per battle, you'll only ever be activating one event at a time.
          So far, I have random battles dropping all three types of gems at once, and it hasn't caused any problems. the auto events are all able to process all at the same time, and the only thing I see is a small pause after a random battle due to the events processing. I didn't think you'd be able to process more than one auto event at a time, but I managed to do it. I haven't seen any problems yet, and I've tested it many times.

          But I can't say it's 100% foolproof, as I am trying to forsee any possible complications with it. So far though, it works perfectly.
          Last edited by Seraph; 10-23-2008, 11:48 PM.

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            #6
            Re: About my current RM3 game.

            It will work since they are being turned off right after they run. And it doesn't matter what order they run. If one had to run before the other it could cause problems since there's really no way to tell which one runs first. So, yeah it's basically fool proof. I had to do a LOT of auto event experimenting in EF.

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              #7
              Re: About my current RM3 game.

              Do you guys think it's good to post this in the tips and tricks thread?

              It's Obrights idea really, but I thought it was a neat way to utilize the idea since items don't stack in rm3, and you are able to see exaclty how many you have. I don't want to be cutting anyones grass.
              Last edited by Seraph; 10-22-2008, 11:39 PM.

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                #8
                Re: About my current RM3 game.

                Yes, I definitely think you should submit the idea. My trick may have helped, but what you're talking about goes way beyond that.

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                  #9
                  Re: About my current RM3 game.

                  cool

                  Comment


                    #10
                    Re: About my current RM3 game.

                    Yeah, this is good stuff. This would have come in handy when I was making Series 1. I had a system in that game whereby in each of the three fields, there is a very rare chance a RE on the field map would give you a treasure item (a coin or something....I forget), and each map had a different one. If you collected one of them, you could trade it in for an okay item. If you collected 2, you get a better item. All three, and you could get the best item of the three.

                    I also had another system in the same game where REs in dungeons had a rare chance to give you a different treasure item, and the boss encounters still randomly dropped one of these items, but the chances were a bit better. I THINK (do not remember all the details) that each item allowed one of the four characters to learn a skill/spell they ordinarily would not have had when you go to a building in one of the towns, and put the item in a jar.

                    If I had thought of a way to stack treasure items, it would have given me more flexibility with how I laid both of these out.


                    Good stuff, Seraph!!

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