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RPGM2K3 - STANDARD ITEM TREASURE CHESTS - HOW TO COPY AND PASTE?

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Okay, so first of all, hi there. New guy here. Now onto business.

I want to be able to copy and paste chests that contain standard items such as potions, set amounts of cash, etc etc, around my various dungeons and whatnot. Now, if I go by the usual chest creation method, I'd have to script each and every single chest individually.

Now, today, I was searching the net and found this place, namely this particular page...

http://rpgmaker.net/tutorials/450/

Now, it might be the fact its 00:21 here, I dunno, but I can't seem to get my head around whats being said there.

Is there any chance someone could either:

1. Tell me it can't be done
2. Tell me it CAN be done, and show me what the event code should look like

First person to do this wins... something. I dunno. Erm. This empty Coke tin here. Unique item. Only had one previous owner. Mint condition. Contents may or may not have already been drunk.

Thank you in advance.
The tutorial is referring to a way to give the player's party items by using switches and a bunch of conditional branches.

It's not actually efficient or time saving because you have to do a conditional branch for EACH and EVERY item in your database.

Example: Say you have 100 items, you would need to make 100 conditional branches for each item and then add the item using the "item management" function.

Take it from me, it is most tiresome and tedious and totally not worth the trouble for making a chest. I would know because I am currently making a item storage system and I happen to have a lot of items and making a conditional branch for each and every item is most annoying.

It is much simpler to make one chest event and just copy and paste them, then change the item that it adds and switch on a switch than, doing the tutorial you linked.
Personally I'd make a common event for all treasure chests to use... and use an actor name to call the prize inside... like...

ACTOR NAME 100 = "blue potion"
call open treasure chest

open treasure chest:
if ACTOR NAME 100 == "blue potion"
gain item +1 blue potion
Damn, blast, and other such naughty words!

Many thanks for your blisteringly swift reply. Although it wasn't the one I wanted, it was informative and pretty much set me on my way forwards. Luckily I'm still in the whole "actually building towns, dungeons, towers, maps, etc" phase while my cohort is in the "lets give this baby a story" phase - rewards are yet to be added!

Thanks again!
author=ShortStar
Personally I'd make a common event for all treasure chests to use... and use an actor name to call the prize inside... like...

ACTOR NAME 100 = "blue potion"
call open treasure chest

open treasure chest:
if ACTOR NAME 100 == "blue potion"
gain item +1 blue potion
In a programming language itwould be suffficient to make a function/method that does this as long as you use a pointer to go through all your items, but on RPG Maker I think it's too much work for what it's worth.
a) Making a treasure chest isn't hard. Of all the things that wouldn't need shortcuts...
b) Once you make one chest, just copy it, paste it, change all instances of Switch:ChestA to Switch:ChestB, and change the reward if necessary. This can all be done within 30 seconds.
c) If you want to streamline the process even further, by a few dozen seconds, then, for example, if you had a dungeon oversaturated with rewards, and it had 8 chests that gave potions, 12 that gave gold, 13 that gave antidotes, etc., then you could cut down on time by pasting all of the potion chests first (mindful to give each one a different switch), then paste all of the gold chests (still mindful to give each one a different switch), then paste all of the antidote chests (again mindful to give each one a different switch). So even if your dungeon has a preposterously high 33 treasure chests, you could probably make them all in 15 minutes or less.
I'd like to throw out there that the RM20XX (enhanced program for your RM2K3 games) project enables you to effortlessly copy and past treasure chests and other such events.

http://rpgmaker.net/engines/rm20xx/bulletins/5/

LDanarkos - I don't think you get me. I know how to make a treasure chest. Its possibly the easiest thing to make in RPG Maker. What I want to do is, rather than make each individual treasure chest, just make one chest for potions, one chest for 100G, one chest for ethers, etc, and then just copy and paste them WITHOUT THE NEED TO RECODE/CHANGE SWITCHES/ETC. Essentially, I want to be lazy.

Feldschlacht - I know they do, but they also have that horrendous first-person battle view, and I'd much prefer being anally raped off an AIDS infected rhinocerous than using that style of view, and as for those scripts that you can add to give it the side-on view of RM2K3, well, I'd much rather be playing/making the game itself, rather than recoding something that shouldn't need recoding.

Thanks anyways. :D
Do what I do and make a blank map with all of your chests and stuff in it. Just make sure that they don't look exactly the same or if you have the memory of an elephant, do make them the same. Use this blank map as your paste helper and always come back to it whenever you need a chest. Then you won't have to worry about: "Oh, where did I make that the potion chest?" I had that same problem with my projects and I agree, making chest after chest is annoying as FUDGE!
I always title mine STYLE UNITS so I know where to go back to.
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