is there any way to like make an alchemy pot in the game where you combine two items and you can still be like running around doing quests and such and have the item made?
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if you have played dragon quest 8 is there any way to make an alchemy pot like thing?
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Re: if you have played dragon quest 8 is there any way to make an alchemy pot like thing?
You could set up a few events in each map to do that, but that's all I could think of. You'd need a spot in each map then to go to to do the alchemy."Those who want peace must prepare for war."
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Re: if you have played dragon quest 8 is there any way to make an alchemy pot like thing?
I just mean if you want to set it up so you can combine almost anywhere.
I've never played Dragon Quest though, but I think I know what you're talking about."Those who want peace must prepare for war."
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Re: if you have played dragon quest 8 is there any way to make an alchemy pot like thing?
DQ8 was actually an influence on Torayu, and I have part of the solution for you.
What you would do is set up an auto event in each town with four modes: 1 that has the condition time = morning, and the other three with the time needing to equal the other times. Then, on Mode 1:
Shared Variable 5 (or any other varaible0 + 1.
Val Control Branch- Shared Variable 5
Option 1: Variable <= (number of days it takes * 4 - 1)
Modify Mode of auto event : Mode (the humber is always one bigger then the current mode. For mode 4, it's 1.)
Option 2: Variable = (number of days * 4)
Transistion to invisable auto event with alchemy pot (this prevents you from having to make the code 4 times.)
As for changing the mode when you change locations...I'm leaving that one to you.
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mogrune
Re: if you have played dragon quest 8 is there any way to make an alchemy pot like thing?
I want to do sort of the same thing, except instead of it being a pot it's a guy. An instead of combining stuff, you bring him items found from battles and he makes stuff with it.I just can't figure out the code that will make the character variable increase everytime he get's the item. Any ideas?
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Re: if you have played dragon quest 8 is there any way to make an alchemy pot like thing?
Umm...you could try increasing the character varaible when he get's the item. Just Propery Controls/Increase Internal Variable.
[EDIT: Read your tech support thread. You can't increase a variable from a random battle.]Last edited by hitogoroshi; 08-06-2006, 06:41 PM.
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mogrune
Re: if you have played dragon quest 8 is there any way to make an alchemy pot like thing?
Where would I put the event and code for it to increase when he got the item. Would he have to pass through an invisible event that would calculate it for him, and if so, how would it check to see if he had those items.
[note: they are items, not treasures]
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mogrune
Re: if you have played dragon quest 8 is there any way to make an alchemy pot like thing?
In other words, the character goes and fights goblins and get five goblin knives.
He would go talk to the alchemist and in the beginning code, the it would have to calculate how many he had, right? If so then how. I can make it so that if the variable is this or more, then he can make certain things and if it isn't then the alchemist tells him to get more. But I can't figure out how to make it calculate it.
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Re: if you have played dragon quest 8 is there any way to make an alchemy pot like th
You'll have to set up a variable branch based on the certain variables for the event to occur. I'm not so good at variables to explain this. I'm still working on figureing out the intermediate stuff.Originally posted by mogruneIn other words, the character goes and fights goblins and get five goblin knives.
He would go talk to the alchemist and in the beginning code, the it would have to calculate how many he had, right? If so then how. I can make it so that if the variable is this or more, then he can make certain things and if it isn't then the alchemist tells him to get more. But I can't figure out how to make it calculate it.
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