LUDONARRATIVE DISSONANCE IN SIMULATIONIST LOGIC 01: TELEPORTING ITEMS IN RPGS

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Final Fantasy Dimensions features two prominent groups who have separate inventories for the majority of the game.
Max McGee
with sorrow down past the fence
9159
Yeah just to clarify it's not like this makes it IMPOSSIBLE FOR ME TO ENJOY GAMES or anything. It's just an annoying thing that niggles at the back of my mind.
It never bothered me, either, I just saw it as lazy programming.
Breath of fire IV also did this, you had to alternate playing the hero and the avillain and they each had their own inventory.
A quick google search revealed a couple of scripts that allows multiple parties' inventories: TheoAllen's and Fomar0153's. I remember there being a VX version of this but it's probably gone with vx.net.
I rather have all of them in one inventory than separated. Especially when I finally got X item and want to try it out. I'm more for convenience than immersion in this case; unless it was handled well. It never came across as irritating/immersion breaking to me.

FF13 changed perspectives so much and the inventory is more or less the same. I found myself having other pressing issues that I want to rant about that game than the inventory.
author=Archeia_Nessiah
I found myself having other pressing issues that I want to rant about that game than the inventory.


Understatement of the century!
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
Hero's Realm did this, but from a designer standpoint, do you really want to have to use variables to remember every item (and their quantity) you have in your inventory multiple times over so that you can make everything make sense and only have a shitload of items when both parties convene?

author=Zephyr
Then there's another game where the same inventory is shared, although the two groups NEVER join forces. The explanation is that the PLAYER themselves use some bending of "space and time"-shenanigans to access it when you switch between groups. This becomes a whole PLOT POINT later in the game where you need to get a key item from one group to the other although they separated and meeting up is impossible by that point.



I loved that game. Here, let me just flush the Constitution down the toilet for my friend in the future.
Craze
why would i heal when i could equip a morningstar
15170
LockeZ
Dragon Quest IV, of all things, actually handled this properly. Four times in the game, you start playing as a brand new character (or set of character). Each time, you start with no items and no gold. Later, when that character finally joins the main party, everything that they have gets added into your main character's inventory. (Their gold is lost forever, which is dumb.)


Five times.

Chapter 1 - Ragnar
Chapter 2 - Alena, Kristo, Borya
Chapter 3 - Maya, Meena
Chapter 4 - Torneko
Chapter 5 - Hero/Heroine

They all join together during chapter 5. Maybe you got it confused with Hero's Realm, which has four heroes but five chapters if I remember correctly.

The actual issue doesn't bother me. I don't wanna lose my progress. That said, see previously-posted RGSS...
Max McGee
with sorrow down past the fence
9159
That said, see previously-posted RGSS...

Saw it, looked like a blank array or something? Did not really mean anything to me but I am scriptslexic so...yeah.

This is a dumb question, but how difficult would it be to write an RGSSS3 script that takes away all of the player's items and 'remembers' them with one script call, and can give all the "memorized" items back to them with another script call. Possibly with like two to four different slots for 'memorizing' items that can be chosen in the script call?

I will pay someone $10.00-$20.00 to write this exact script for me.
$20? I wish I was more than a rank novice. $20 can go a long way.
First things first; considering there is an easy to use, easy to find script in Ace that solves this immediately obliterates this as an obstacle for the modern RPG Maker. If you're using another maker, solving this is a bit trickier, but it's doable.

As far as how I feel about it, it's something I've noticed, but I don't mind it too much. It can be a break from reality however, depending on the type of game.
Max McGee
with sorrow down past the fence
9159
First things first; considering there is an easy to use, easy to find script in Ace that solves this immediately obliterates this as an obstacle for the modern RPG Maker.

Um...please link good sir.

In the mean time... *?edits out offer of 20 bucks to make this script?*
author=Feldschlacht IV
First things first; considering there is an easy to use, easy to find script in Ace that solves this immediately obliterates this as an obstacle for the modern RPG Maker. If you're using another maker, solving this is a bit trickier, but it's doable.


I had a common event that would remove all consumable items from the inventory and another to restore them, it was an attempt to seal the item menu. One of the steps was about a dozen lines of event commands to do. The other wouldn't take a variable as an item ID so it had to be hard coded for each item in question. The event for it was so massive it took a bit to load in the editor so I split it across two and I capped it at only working on consumable items instead of the entire inventory which I allocated space for.

I was so fucking thankful it worked the first time. Otherwise I probably would've said 'fuck this' and dropped the whole thing.

e: added quote
Max McGee
with sorrow down past the fence
9159
thanks, that's awesome.

EXCEPT it's throwing a TypeError (can't convert nil into integer) on Line97. Fuck. Welp, I'll have to make another thread for that. in the meantime i'll just tuck it away *under* Main for now.
author=Nirwanda
It never bothered me, either, I just saw it as lazy programming.
Breath of fire IV also did this, you had to alternate playing the hero and the villain and they each had their own inventory.
A quick google search revealed a couple of scripts that allows multiple parties' inventories: TheoAllen's and Fomar0153's. I remember there being a VX version of this but it's probably gone with vx.net.
Uhmmm... I linked two of them in my previous post. And while I have not tested them, Theo's seems to have some positive feedback.
Max McGee
with sorrow down past the fence
9159
oops, my bad
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