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13 Item Activation (RM2k3)
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Topic: 13 Item Activation (RM2k3) (Read 2957 times)
boozer
Jesus in Disguise
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Posts: 274
Never a dull momment :D
13 Item Activation (RM2k3)
«
on:
November 13, 2008, 11:04:31 PM »
If someone can help me with this problem i would be most greatful.
Im needing a code for RPG Maker 2003 where you do a quest and gather 13 items and after that you bring the 13 items to person and you get another item
an example would be zodiac quest in Final Fantasy IX (9) where you get the 13 stellezo pecies and the duck queen gives you the hammer (if i remember correctly)
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Prpl_Mage
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Posts: 7,645
The Administrator Mage
Re: 13 Item Activation (RM2k3)
«
Reply #1 on:
November 13, 2008, 11:42:42 PM »
That wouldn't be too hard.
Lets see. Are those 13 items different items or just 13 of the same kind?
Easiest way would be to just create two(2) variables.
The first one called "Zodiac collected" and the other one "Zodiac returned".
Basicly, the first variable is increased whenever you pick one of them up.
The second one is to keep check on how many you've handed in.
Let's just assume you find the Cancer(Zodiac) in a chest.
In the chest event, put the things you would ordinary put there.
You know, change graphic - message - add item.
Then add another command (variable operation) that increases "Zodiac collected" by 1 ( add: 1).
Then just make sure that you turn on a switch or something so you can't get the chest again.
'Cuz if you hand the thing in; you could go back and get a new one.
So add another page to the chest event where absolutely nothing happens IF the switch is on.
In other words:
Switch operations: Cancer collected: ON.
----------------------
Allright, that was the first part, as in. Collecting them.
Here comes the second part.
You go to the well-built zodiac lady and tell her that she looks like a duck.
No, not really.
But here goes.
Add an event for the NPC(duck lady).
Use a conditional branch to check if any of the 13 items are present.
If they are:
(gonna code a little here in case you won't get it.
<>Conditional branch: Party Posses: Cancer
True
<> Message : Would you like to give us the Cancer? I'll offer you 500 coins!
<> Show choices: Yes, No
<>Yes
<> Item: Cancer : remove.
<> Gold: 500 add.
<>Variable: "Zodiac collected" -1
<>Variable: "Zodiac returned" +1
end
<> no
<>Message: Go quack yourself!
end
False
<>Message: You have nothing that interests us urchin, get the quack out of my shop!
end
)
Just remove the item, decrease "collected" variable and increase the "returned" variable .
And for the final part.
Add another page for the duck lady.
Just but the prerequisite as "zodiac returned= 13"
Then put the generic RPG stuff.
Message: "You have served us well ma boi!"
Message: As a token of our appreciation, take this canary and use it well in your battle against efil!
Item: Canary on a stick: Add
Switch: Zodiac quest completed : ON
I hope you get it.
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boozer
Jesus in Disguise
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Posts: 274
Never a dull momment :D
Re: 13 Item Activation (RM2k3)
«
Reply #2 on:
November 14, 2008, 12:12:36 AM »
Thanks Prpl i will try it when im on main computer
Edit: Should i make a new page for each Fork Conditioning
Forget it i got it working. Thanks alot
«
Last Edit: November 14, 2008, 01:09:03 AM by boozer
»
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Desimodontidae
Registered July 13, 2004, 10:41:19 AM (+1692 post counts)
Agent
Posts: 892
ghost host
Re: 13 Item Activation (RM2k3)
«
Reply #3 on:
November 14, 2008, 11:39:39 PM »
ohh, a really cool thing to do is make new pages for each number of items collected. store the items in a variable and each time you collect an item add 1 to that variable. then, on the actual event (the person you talk to) make the pages, check "Variable" and select the variable you have it set to. then for each page type in the amount. Like if you have an event on page 1, when you have 0 items have the variable set to 0, then they can say something like "You still have 13 items to go", then go to page 2, set the variable to 1, and when you have 1 item they can say something like "Only 1 collected, still 12 to go". Or whatever. Get creative.
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boozer
Jesus in Disguise
Associate
Posts: 274
Never a dull momment :D
Re: 13 Item Activation (RM2k3)
«
Reply #4 on:
November 14, 2008, 11:55:56 PM »
Ill keep it simple as of the now and play about with it later
thanks for the advice though, does sound like a good idea
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Desimodontidae
Registered July 13, 2004, 10:41:19 AM (+1692 post counts)
Agent
Posts: 892
ghost host
Re: 13 Item Activation (RM2k3)
«
Reply #5 on:
November 15, 2008, 02:12:31 AM »
yeah if you can understand it... sorry I was lazy and just kinda typed what I thought without detail, but even if you know a little bit about rpg coding it shouldn't be too hard to figure out...
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13 Item Activation (RM2k3)