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Other Game Creation => Program Troubleshooting => Topic started by: THR on February 11, 2009, 10:11:07 PM

Title: Chemistry System
Post by: THR on February 11, 2009, 10:11:07 PM
So, I've devised a chemistry system, where like, a character has random 'recipe' skills, and when he uses one, it causes a common event which takes away the items the recipe uses.
I.e. he uses Potidote, which heals poison and HP, but you lose a potion and an antidote. The issue is though, he can still use the skills even if the items aren't in his inventory, help?
Title: Re: Chemistry System
Post by: MrMoo on February 11, 2009, 11:55:30 PM
Make a condition that checks if the item is in his inventory. First have it check for potion, if the item is there have it check for antidote. If both items are present execute the remaining events. You can leave the "else" section blank, or have a message saying "you do not have enough items".
If you don't know what I'm talking about, look for an event process called "Conditional Branch". Click it, go to number 4, and select the item option.
Title: Re: Chemistry System
Post by: THR on February 12, 2009, 01:11:55 AM
By skill, I meant, like, actual skill, as in, in battle skills
Title: Re: Chemistry System
Post by: modern algebra on February 12, 2009, 02:27:17 AM
Well, I think he meant in the common event, but I actually made a tutorial for this a long time ago ~ it's badly outdated and for XP, but it should still apply. Put more wait frames at the bottom of the parallel process event, especially since this is VX.

http://rmrk.net/index.php/topic,14951.0.html
Title: Re: Chemistry System
Post by: THR on February 12, 2009, 03:59:00 AM
Actually, I came up with a new idea, create two common events for each skill, have two skills, and basically, when he uses the 'prepare bomb' skill, using conditional branches, if he has gunpowder, he'll make a bomb to use and learn the 'bomb' skill. Then, next turn, when he uses the 'bomb' skill, he'll forget the 'bomb' skill and have to use 'prepare bomb' again.

I'll compensate by making his skills more powerful.
Title: Re: Chemistry System
Post by: modern algebra on February 12, 2009, 04:25:39 AM
Quote from: THR on February 12, 2009, 03:59:00 AM
Actually, I came up with a new idea, create two common events for each skill, have two skills, and basically, when he uses the 'prepare bomb' skill, using conditional branches, if he has gunpowder, he'll make a bomb to use and learn the 'bomb' skill. Then, next turn, when he uses the 'bomb' skill, he'll forget the 'bomb' skill and have to use 'prepare bomb' again.

I'll compensate by making his skills more powerful.

Problem with that is tht it wastes the turn if he doesn't have gunpowder :( That'd be super annoying for the player.
Title: Re: Chemistry System
Post by: THR on February 12, 2009, 05:03:18 AM
Hmm... Indeed. But on the other hand, if the player is dumb enough to not pay attention to his amount of gunpowder, then like... I really really can't help them.
Title: Re: Chemistry System
Post by: Kokowam on February 12, 2009, 11:29:11 AM
But... people are most likely to get angry with you for not making it check it, making them hate your game for one small reason because they like to do that. >_>
Title: Re: Chemistry System
Post by: THR on February 12, 2009, 11:33:46 PM
Point.