ITEM SUBSTANCE SCRIPT
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I am currently writing a script that allows for a game maker to create an item with an alcohol like effect. As they drink more, their player will become drunk, the screen will become fuzzy and if they drink way too much, they die. It also allows for a player to use this script as a toxin script, making it so if certain tiles are stepped on a player become more and more poisoned.
However, I am currently running into a problem. My problem is I want the player to be able to type things in the note tags and have the item work. But RPG Maker VX Ace wont allow the item to be consumed by the player at this point. The item is marked as consumable, it can only be used from the menu, it's a normal item but because it doesn't have an actual effect on the user, other than what I am reading from the note tags, it refuses to let me give the item to a character, thus rendering my script unable to apply the effect. I've added common events to the items that don't do anything, and then the script works perfectly, but I don't want my script's users to have to do that. I want it to be controlled 100% by note tags and the user to not have to worry about anything else.
Does anyone know where in the code I can bypass this check and just have the item be used? Or a cheat way to get around this? Or is it something that is part of the engine that I will just have to deal with?
Alright, well thanks to all who have read and to anyone who can offer a solution :)
However, I am currently running into a problem. My problem is I want the player to be able to type things in the note tags and have the item work. But RPG Maker VX Ace wont allow the item to be consumed by the player at this point. The item is marked as consumable, it can only be used from the menu, it's a normal item but because it doesn't have an actual effect on the user, other than what I am reading from the note tags, it refuses to let me give the item to a character, thus rendering my script unable to apply the effect. I've added common events to the items that don't do anything, and then the script works perfectly, but I don't want my script's users to have to do that. I want it to be controlled 100% by note tags and the user to not have to worry about anything else.
Does anyone know where in the code I can bypass this check and just have the item be used? Or a cheat way to get around this? Or is it something that is part of the engine that I will just have to deal with?
Alright, well thanks to all who have read and to anyone who can offer a solution :)
You could give it a non-effect. Make it inflict an unnamed, unused status effect. Unnamed, it won't show up as being there.
Perhaps require that your users download the "Anti Fail" script from Yanfly. However, if you're feeling "peppy" you could integrate the function of that script into your own, but make it automatic (since it normally requires the use of a separate notetag).
That script can be found on this site, so I won't post any links, just go into the script section. Good luck!
That script can be found on this site, so I won't post any links, just go into the script section. Good luck!
I'm not very familiar with VX Ace, but this sounds like an effect that doesn't necessarily have to be controlled by an item handler. I would go about it by having an event track the number of items of that type you are carrying, then when it decreases by one it activates a common event that activates a number of switches and variables that would affect the appearance of events of the map that further complicate the drunken state for the character
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