[RPGMAKER XP] EVENTED INVENTORY SYSTEM TROUBLES
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I've been designing an inventory system for my game. But, I've run into a couple of difficulties.
I've attached a project that has the system, when you run the game press enter on the note and hit the d key to access the menu.
Press enter on the top left space, you will find that the show text comes up twice, this is the problem I have been having.
PROJECT
I've attached a project that has the system, when you run the game press enter on the note and hit the d key to access the menu.
Press enter on the top left space, you will find that the show text comes up twice, this is the problem I have been having.
PROJECT
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Problem #1 is that you tried to make an evented inventory system in RPG Maker XP. RMXP supports scripting! You don't have to use events for that kind of thing any more.
Sorry, downloading someone's game and mucking through their billion-event-command CMS is too much for me. Without looking at the problem or knowing anything about what you're doing, the only advice I can give is "start over and use Ruby." I mean, I could probably code a brand new custom inventory system via scripting in less time than it would take me to debug your event-driven one - and that's taking into account that I've never coded any type of menu before.
Sorry, downloading someone's game and mucking through their billion-event-command CMS is too much for me. Without looking at the problem or knowing anything about what you're doing, the only advice I can give is "start over and use Ruby." I mean, I could probably code a brand new custom inventory system via scripting in less time than it would take me to debug your event-driven one - and that's taking into account that I've never coded any type of menu before.
author=LockeZ
Problem #1 is that you tried to make an evented inventory system in RPG Maker XP. RMXP supports scripting! You don't have to use events for that kind of thing any more.
Sorry, downloading someone's game and mucking through their billion-event-command CMS is too much for me. Without looking at the problem or knowing anything about what you're doing, the only advice I can give is "start over and use Ruby." I mean, I could probably code a brand new custom inventory system via scripting in less time than it would take me to debug your event-driven one - and that's taking into account that I've never coded any type of menu before.
This doesn't really help me much because... I don't know Ruby.
If I did, I wouldn't have this problem.
Also, I stated the problem, if you would have opened the project up you would know what I was talking about.
I've looked into learning Ruby and it doesn't seem to be the best idea at the moment.
Although I was luck and found out the problem quickly, I have to say your eventing was very unorganized and had a lot of unnecessary code. If you simplified it a little, you would probably have an easier time expanding it in the future.
Now, what was happening was that, in that parallel event on the map, you were calling the menu common event (Common event: Menus). If you remove that, you won't get the problem anymore. You don't have to call a 'parallel' triggered common event on a parallel map event. As long as the switch is ON, it will work fine.
Now, what was happening was that, in that parallel event on the map, you were calling the menu common event (Common event: Menus). If you remove that, you won't get the problem anymore. You don't have to call a 'parallel' triggered common event on a parallel map event. As long as the switch is ON, it will work fine.
author=yuhikaru
Although I was luck and found out the problem quickly, I have to say your eventing was very unorganized and had a lot of unnecessary code. If you simplified it a little, you would probably have an easier time expanding it in the future.
Now, what was happening was that, in that parallel event on the map, you were calling the menu common event (Common event: Menus). If you remove that, you won't get the problem anymore. You don't have to call a 'parallel' triggered common event on a parallel map event. As long as the switch is ON, it will work fine.
Wow, that seems to work perfectly. Thanks.
Could you give some examples of unnecessary code?
Oh, sorry. I'm too lazy to download it again, but I remember I didn't understand the purpose of some stuff. For example, there was something like this after the message:
>Start loop
>> break loop
>> Go to label
>End loop
If you don't set a condition for the break loop, I don't see the point in including the loop at all.
I just think that, if you ever decide to expand that menu (Like having more slots, or more than 9 itens, or animated icons, whatever), the current code is not very easy to work with.
These tutorials are a good read:
Simple menu
Item menu
They are for 2k3, but the same principles apply. I hope this helps :)
>Start loop
>> break loop
>> Go to label
>End loop
If you don't set a condition for the break loop, I don't see the point in including the loop at all.
I just think that, if you ever decide to expand that menu (Like having more slots, or more than 9 itens, or animated icons, whatever), the current code is not very easy to work with.
These tutorials are a good read:
Simple menu
Item menu
They are for 2k3, but the same principles apply. I hope this helps :)
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