RAKU96'S PROFILE
Raku96
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I am a writer, I will soon be taking requests, if you would like, I can help with many things on story and dialog.
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How to make an item fusion shop
comment=38988Awesome, thank you! I'll gett to adding it when I can ^_^
Sure go ahead, and no credit needed.
How to make an item fusion shop
comment=38977Ah,I didn't really think about that XD. I just thought it wouldn't fuse if it didn't have the items, if it's alright with you, I'd like to add this to the tutorial, ofcourse, I would have it say to give credit to you as well ^_^
One thing that could help this tutorial out is a way to check if the player actually has the items necessary to fuse. Right now, the player could make a gunblade without possessing either item. Which isn't a problem if it is impossible to not have said items by the time the player finds the shop, but that scenario doesn't happen very often in games.
One way to do this is using conditional branches, which would look like:
<> Message: Would you like to fuse two or more items?
<> Show Choices: Yes/No
: {Yes] Handler
<> Message: Let's see what you have.
<> Branch if Gun Possessed
<> Branch if Sword Possessed
<> Show Choices: GunBlade/Nevermind
: {GunBlade] Handler
<> Change Items: Sword 1 Remove
<> Change Items: Gun 1 Remove
<> Change Items: GunBlade 1 Add
<>
: {Nevermind] Handler
<> Message: Then get out!
<>
: End
: Else Handler
<> Message: Doesn't look like you can make anything.
<>
: End
: Else Handler
<> Message: Doesn't look like you can make anything.
<>
: End
: {No] Handler
<> Message: Then get out!
<>
: End
<>
Now, if you are able to fuse a lot of items in your game then this could get very messy, very quickly. But while there are cleaner ways to do this, this approach is very easy for a new game maker to use and isn't very likely to be messed up.
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