QUICK WAY TO GET COMMON ITEMS
Get common items quick and easy! Very convenient!
- FelixFlywheel
- 03/17/2011 01:46 AM
- 8047 views
Are you tired of having to put the same coding over and over for every treasure chest, item bag, etc? Stuff like "add item, message comes up saying you got the item"? Well here's a quick and easy way to take care of that.
If you're going to have items that you find quite frequently, then do this.
1. Make a common event, and set it to call. EX. Common.Item
2. Make a switch for the specific item you're getting. EX: Switch:1 Get.Potion
3. Make a conditional branch in the common event that is triggered by the specific item switch.
4. When the specific item switch is turned on, in the conditional branch of the common event, add the item to your inventory, and bring up a message that said you got the item. (you can also add a charset change/animation showing your character lifting the item up over their head, like in Lufia 2.) After that, turn the specific item switch off.
Now to activate this... when you approach the chest with the item, have the chest open up, then turn on the specific item switch, then call this common event, then turn on a switch that said this chest has been opened, so it can't be opened again.
That's it.
You can call this common event 'Common.Item', and you can set up multiple branches for each type of item that you would find often within this common event. You can name your switches EX: Get.Potion, Get.Antidote, Get.EchoScreen, etc.
If you're going to have items that re-spawn when you leave the map (like fruits, mushrooms, herbs, etc), then no switch for having the item never come back will be required. Simply erase the event after the common event is called. Copy and paste around as needed.
You can also use this method for lots of other common things. Like cutting bushes, etc.
Hope this helps! and if there's a even faster, easier method than this, please tell me, because I'm always up for learning how to make things in RPG Maker more quick and convenient.
PS: I'm pretty sure this method works on XP/VX, and is probably a lot easier because of the self switches.
If you're going to have items that you find quite frequently, then do this.
1. Make a common event, and set it to call. EX. Common.Item
2. Make a switch for the specific item you're getting. EX: Switch:1 Get.Potion
3. Make a conditional branch in the common event that is triggered by the specific item switch.
4. When the specific item switch is turned on, in the conditional branch of the common event, add the item to your inventory, and bring up a message that said you got the item. (you can also add a charset change/animation showing your character lifting the item up over their head, like in Lufia 2.) After that, turn the specific item switch off.
Now to activate this... when you approach the chest with the item, have the chest open up, then turn on the specific item switch, then call this common event, then turn on a switch that said this chest has been opened, so it can't be opened again.
That's it.
You can call this common event 'Common.Item', and you can set up multiple branches for each type of item that you would find often within this common event. You can name your switches EX: Get.Potion, Get.Antidote, Get.EchoScreen, etc.
If you're going to have items that re-spawn when you leave the map (like fruits, mushrooms, herbs, etc), then no switch for having the item never come back will be required. Simply erase the event after the common event is called. Copy and paste around as needed.
You can also use this method for lots of other common things. Like cutting bushes, etc.
Hope this helps! and if there's a even faster, easier method than this, please tell me, because I'm always up for learning how to make things in RPG Maker more quick and convenient.
PS: I'm pretty sure this method works on XP/VX, and is probably a lot easier because of the self switches.
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First,why can't it work for RPG MAKER 2003 and RPG MAKER 2000
Second,instead of using switches,you can copy events!
it only takes 1 minute/60 seconds!
Second,instead of using switches,you can copy events!
it only takes 1 minute/60 seconds!
Okay, first of all, hi. New guy here.
Secondly, I believe this tutorial was to allow the creator to copy and paste chests with common items (potions, set amounts of cash, etc), correct?
Well, without sounding harsh, I cannot make head nor tail of this here tutorial!
Is there any chance of either an example of what the scripting should look like in these events, or even screenshots perhaps? I've spent DAYS on Google trying to find a more detailed guide to doing this, and have come up short!
I haven't used RPGM2K3 for YEARS, and I'm trying to get back into the swing of things. I'm making a tiny little test game and I need to be able to C+P a few chests here and there, but the inability to do so is driving me nuts!
Many thanks in advance.
Secondly, I believe this tutorial was to allow the creator to copy and paste chests with common items (potions, set amounts of cash, etc), correct?
Well, without sounding harsh, I cannot make head nor tail of this here tutorial!
Is there any chance of either an example of what the scripting should look like in these events, or even screenshots perhaps? I've spent DAYS on Google trying to find a more detailed guide to doing this, and have come up short!
I haven't used RPGM2K3 for YEARS, and I'm trying to get back into the swing of things. I'm making a tiny little test game and I need to be able to C+P a few chests here and there, but the inability to do so is driving me nuts!
Many thanks in advance.
This isn't really a good tutorial... you can just copy and paste the chest events and change the items and switches accordingly.
author=supremewarriorNo. You'd have to copy and paste more codes than you need to.
This isn't really a good tutorial... you can just copy and paste the chest events and change the items and switches accordingly.
author=FelixFlywheelIt's not worth doing because you would have to do a conditional branch for EVERY ITEM that you have and for a epic RPG game that has over 1000 items I'd say have fun making a conditional branch for that many items, even making 100 conditonal branches for 100 items is tedious and tiresome.author=supremewarriorNo. You'd have to copy and paste more codes than you need to.
This isn't really a good tutorial... you can just copy and paste the chest events and change the items and switches accordingly.
Tell you what, rather than complain about how people can't comprehend your tutorial, do it again, but with screenshots.
Or shorter sentences.
Or directions about which menu is which.
Y'know, like a step-by-step guide?
Just super-saiyan...
Or shorter sentences.
Or directions about which menu is which.
Y'know, like a step-by-step guide?
Just super-saiyan...
author=supremewarriorThat's why it's called COMMON items. How many times will you found a potion? There isn't over 100 common items. Quit whining.author=FelixFlywheelIt's not worth doing because you would have to do a conditional branch for EVERY ITEM that you have and for a epic RPG game that has over 1000 items I'd say have fun making a conditional branch for that many items, even making 100 conditonal branches for 100 items is tedious and tiresome.author=supremewarriorNo. You'd have to copy and paste more codes than you need to.
This isn't really a good tutorial... you can just copy and paste the chest events and change the items and switches accordingly.
author=supremewarriorThat's why it's called COMMON items. How many times will you found a potion? There isn't over 100 common items. Quit whining.author=FelixFlywheelIt's not worth doing because you would have to do a conditional branch for EVERY ITEM that you have and for a epic RPG game that has over 1000 items I'd say have fun making a conditional branch for that many items, even making 100 conditonal branches for 100 items is tedious and tiresome.author=supremewarriorNo. You'd have to copy and paste more codes than you need to.
This isn't really a good tutorial... you can just copy and paste the chest events and change the items and switches accordingly.
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