ITEM SYNTHESIS
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I wanted to put an item synthesis system similar to the one in Kingdom Hearts and other games. In Eternity War: Gio Adventures, there are a few new weapons that can be created using various metals and items. When the player has the right items, a new weapon can be made. Does anyone know how to make something like this? Sorry if I'm not specific enough!
author=RPGManiac3030 link=topic=3122.msg61241#msg61241 date=1234318839
Wait, that's for VX. Sorry that I didn't specify, but I'm working on 2K3 for the Item Synthesis...
Sorry, my fault. I automatically assume people are talking about VX when they specify. Well, I guess it's actually your fault since you didn't specify.
Well, I said I was working on Eternity War: Gio Adventures, and in my sig is says that it's for 2k3, but I still should have mentioned it...Anyway is there a way to put in 2k3?
author=RPGManiac3030 link=topic=3122.msg61251#msg61251 date=1234321939
Well, I said I was working on Eternity War: Gio Adventures, and in my sig is says that it's for 2k3, but I still should have mentioned it...Anyway is there a way to put in 2k3?
There is a way to do any/everything in RM... but how hard it would be to implement depends on what your trying to make.
So yes, there IS a way, but It'd be extremely hard without scripting... hopefully Fallen-Griever strolls through this topic and can provide you with an easy way to do it. I'm not good with 2k3 anymore, sorry.
I'm not going to take the time to go into great detail, but it all needs to be done with fork conditions. For example, Say a "bronze sword" required a "bronze bar" and "Hammer", then you would make a fork like so:
Player has hammer
>Player has bronze bar
>>Success
>Else
>Sorry, you don't have a bronze bar
>end
Else
Sorry, you don't have a hammer
end
Obviously it won't read quite like that, but that is how you do it. Just look for the option of either conditional branch, or fork conditions.
Player has hammer
>Player has bronze bar
>>Success
>Else
>Sorry, you don't have a bronze bar
>end
Else
Sorry, you don't have a hammer
end
Obviously it won't read quite like that, but that is how you do it. Just look for the option of either conditional branch, or fork conditions.
It's going to require a shitload of conditional branches if you want to make a good item synthesis system.
That's a good idea, but I was thinking of an item synthesis like what Griever has in his demo of Sore Losers, unless he used conditional branches too. I will try it out for now, myersguy, thanks.
author=Fallen-Griever link=topic=3122.msg61278#msg61278 date=1234339197It's going to require a shitload of conditional branches if you want to make a good item synthesis system.
Wouldn't it require a shitload of "if" statements if you wanted to do it in Ruby? Assuming Ruby uses "if" statements, I don't actually know what the Ruby equivalent is...
Conditional branches are "if" statements and yes It'd require the same shitload, but you could easily make a menu interface without teleporting to a map/ using pictures.
author=Fallen-Griever link=topic=3122.msg61278#msg61278 date=1234339197
Wouldn't it require a shitload of "if" statements if you wanted to do it in Ruby? Assuming Ruby uses "if" statements, I don't actually know what the Ruby equivalent is...
You'd need two if's. Possibly one. Not counting anything the interface requires.
author=Fallen-Griever link=topic=3122.msg61278#msg61278 date=1234339197It's going to require a shitload of conditional branches if you want to make a good item synthesis system.
Wouldn't it require a shitload of "if" statements if you wanted to do it in Ruby? Assuming Ruby uses "if" statements, I don't actually know what the Ruby equivalent is...That's a good idea, but I was thinking of an item synthesis like what Griever has in his demo of Sore Losers, unless he used conditional branches too. I will try it out for now, myersguy, thanks.
Mine is basically what Myersguy said, but it has the added complexity of also being in its own menu. If you don't mind having a simple looking system then you can use what Myersguy said, but if you want something more like in Sore Losers then why don't you open up Sore Losers in the maker and see how I did it...
It's basically just a map-based menu. The game teleports you to a map which is made to look like a menu, tiles on the floor change switches that change the ingredients displayed dependent on which item you are stood next to and conditional branches are used to check the availability of items. The complex part of what Sore Losers does is displaying the items needed and telling the player which they already do/don't have in stock, actually making the item is the easy part...
Your way seems very creative and original, and I like that, but I don't have the time, space, or patience for it.(My demo is already larger than my original game!)
I will try it out, though. You don't mind if I copy your events, so I can use them as reference, do you?
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