The RPG Maker Resource Kit

RMRK RPG Maker Creation => Requests => Script Request => Topic started by: roxanne410 on November 15, 2009, 08:38:32 PM

Title: (request) Harvest moon script
Post by: roxanne410 on November 15, 2009, 08:38:32 PM
Is there a possible script where you can make the character give gifts to people from their inventory? Also hold things over their head?
Title: Re: (request) Harvest moon script
Post by: Grafikal on November 15, 2009, 09:46:40 PM
Giving a gift is just removing an item from your inventory. Getting a gift is just adding an item to your inventory. That's a basic event command. Holding things over your head sounds more like graphic issue. You just need character sets that show your character's arms in the air or out and holding something. Then you would to the + or - item to inventory. Don't need script for this unless you have something else you need. If you do, then you should make sure you always explain your request fully.
Title: Re: (request) Harvest moon script
Post by: Kokowam on November 16, 2009, 01:01:04 AM
From how I interpreted it, the giving gifts from inventory would go well with this (http://rmrk.net/index.php/topic,28722.msg395813.html#msg395813).

However, it's an RMVX thing, I've not seen any script like this in RMXP. :P

And yeah, the item-out-of-the-bag thing is a graphic issue.

And yeah (again), the whole HM system can be event system'd. You'd need a good deal of efficiency, though. I made a system with one plant for my GIAW thing and that thing was messy enough.
Title: Re: (request) Harvest moon script
Post by: Grafikal on November 16, 2009, 01:04:38 AM
I don't think you need the evidence locker script unless I misinterpret what the giving gifts is. If you have something you want to give as a gift, then just -item   :|
Title: Re: (request) Harvest moon script
Post by: Gnarizard on December 11, 2009, 05:26:00 AM
CLARIFICATION:
I think what the TC is talking about is more in the effect of...

1. Select an item in your own inventory.
2. Shows graphic of item above head.
3. Interacting with people/etc. causes dialogue and item "giving".

In this way, you could hold a "Hay" above your head, and either:
a) Give it to someone (preferably someone who would appreciate it)
b) Dump it in a bin (presumably to sell)
c) Dump it in a crate (to add to available feed in barn)

POSSIBLE SOLUTION:
To do this, I would suggest the following:

Make a graphic of your character with hands above their head.
Make graphics of various items to place above character graphic,
OR include items in alternate character sets (easier, but beefs up your final game's filesize).
Change a variable to a number that represents what item you're holding ("ITEM HELD" variable).
In any event that you want items to be relevant, make a conditional branch for your "ITEM HELD" variable.
The conditional branch should have your TALKING events in the "Var [####] == 0" branch,
and whatever item events in the rest of the numbers.
For example, we'll say 1 is a "Grape", 2 is "Wine", and 3 is "Strawberry".
Each condition would make a new set of events unfold.

Should be simple enough.
If you still can't figure it out, let me know.