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    Turning in an item to increase a variable

    I have looked for HOURS AND HOURS and cannot figure out how to take an item from the character and increase a variable for each item taken.

    The treasure option does not work because you can only hold one treasure of each type(they don't stack)

    There HAS to be a way to do this, right?



    We cannot find a way to make having an item in your inventory be a condition for events. HELP!

    #2
    Re: Turning in an item to increase a variable

    I have not looked into this too deeply, but I think that the best way would be to eliminate shops from your game.

    Then you can have people in stores buying/selling things (or however you wish to take the items from the party) that allow you to access the variables when they are sold.

    Be careful though...

    The game has no way I have found to check the party's money, so they could just keep buying things long after the gold is gone.

    To get around that you'd need to create another variable and keep it equal to the party's gold at all times.

    Complicated, but doable.

    I suffer from chronic overscripting and there may well be a better way to do this.

    Good luck with it.

    Peace.
    Last edited by Rodak; 09-27-2005, 04:56 PM.

    MOO!




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      #3
      Re: Turning in an item to increase a variable

      I too had this problem man. I still havent found a solution. I just had to rework everything.

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        #4
        Re: Turning in an item to increase a variable

        *sigh*

        There is a condition "has treasure item". Make an mode page for each item the character is supposed to "turn in" which the condition being the item in question. Once they turn in an item, set a variable to 1 (1 meaning they've already turned it in) and turn the mode page back to 1 and repeat the process until all the variables are set to 1 meaning that all items have been traded in.

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          #5
          Re: Turning in an item to increase a variable

          I believe what Abner is talking about is that the game has no way of checking what NORMAL equipment/items you have in your inventory, not the treasure items. And I think he's right -- I just created a new event to look at the options, and "With Treasure" only allows you to select "Treasure" type items, not weapons, armor, etc.

          There are options to lose or gain normal items, but no way of checking against normal items, just like there's no way of checking against gold.

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            #6
            Re: Turning in an item to increase a variable

            Originally posted by Brutemein
            There are options to lose or gain normal items, but no way of checking against normal items, just like there's no way of checking against gold.
            Unless you eliminate the pre-set shops and have NPCs sell things so you can assign variables to each item and your paty's gold.

            As I said... complicated, but doable.

            If there was another way to track normal items or party gold it would help, but barring that I think this is the only way.

            Good luck with it.

            Peace.

            MOO!




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              #7
              Re: Turning in an item to increase a variable

              Yes, but that solution creates so much extra work, it makes it feel easier just to throw out some ideas. At least, if you want to have many items. That is a lot of multiple choice events to type!

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                #8
                Re: Turning in an item to increase a variable

                Given the 50 lines of script per mode limit (possibly the single most crushing limit in the game), you are right.

                If you have many items, just have many sellers or even skip selling them all together and let them just be found or won in "event" battles.

                So far I have no random battles in my game in case I want to track something like that. Event battles work just as well and you can keep better control of game development. And they're the only way to fight Clowns.

                If the ammount of work is intimidating, forget the idea. I have tried and can find no other way to track items and/or money.

                Unless you make the items you want to track "Treasure" items. You'd have to create duplicate items if you want more than one (make them different "colors" or even flavors).

                Peace.

                MOO!




                Comment


                  #9
                  Re: Turning in an item to increase a variable

                  Yeah I have run into the same problem. I wanted to make it so that the character could "train" and thus gain a skill for a fee. But, I saw that there was no condition "Must own this amount of gold" for it to happen. I also saw no way of changing variables depending on the amount of gold you have. The only real way to do it would be to use Treasure items.

                  So now, although I liked the first option better, I'm going to make it so that Skills are learned through Skill Scrolls. (treasure Items.) Complicated, but pretty much the only way possible. This is actually the same idea taken from RPGMaker1 as that game at the same exact problem.

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                    #10
                    Re: Turning in an item to increase a variable

                    And then working with it today, you still can't script something that says "must have treasure item" This program is really in need of IF statements. IF you have this amount of gold or this item, then you can. But alas.

                    Kinda really dumb actually, that they don't have these options.

                    Fortuntatly there IS a solution to it, though it is going to take some scripting efforts. The first thing to do is make a treasure item. Then assign a shared variable to it. For instance in my game "Striking Slash" is assigned to Shared Variable 3. So when the "Striking Slash Scroll" is found the value of Variable 3 is increased to 2. When I take the scroll to the person who will teach you the skill you gain the skill, lose the treasure item and then the Variable is decreased back down to 1. (By the way don't ever set variables to 0. It won't work.) Now when you learn it, the variable must be 2 otherwise she'll just say you can't learn the skill.

                    It's complicated I know. With these complicated scripts, I'm having a problem with keeping it under 50 lines. That's kind of creating problems for me too. I have to make new events just to fit the scripts in. (For some reason I don't think you can Event transition to another mode.)

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                      #11
                      Re: Turning in an item to increase a variable

                      I am not near my game now, but I'm pretty sure that in the event conditions page there is an option for "must have treasure item" which you could use.

                      It is not scripted, it is a condition you set apart from the event code.

                      Peace.

                      MOO!




                      Comment


                        #12
                        Re: Turning in an item to increase a variable

                        50 lines of code... my event making is still limited, so I hadn't noticed this yet. This may put a damper on all my item making ideas... Well, we'll see, thanks for the heads up.
                        And what happens if you try to check a variable that is zero?

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                          #13
                          Re: Turning in an item to increase a variable

                          The condition is only there for actually starting the event, but if you want a line of dialogue to say "you don't have that in order to get this" then you have to get the event go off and say that. Which is what I'm really trying to do.

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