is there perhaps a way to create an objective in which the hero needs to collect all the items in the room before he can leave it. should he leave the room, he reminds the player that he cant leave unless he has those specific items.
Well...you can use conditional branches and let it check the "item switches" arcross the room, e.g.
if switch one is on
if switch two is on
if switch three is on
TELEPORT To New Map :D
end
end
else
It feels like we're missing some items
end
If can also be
if hero has x item in possession
if hero has y item in possession
if hero has z item in possession
TELEPORT To New Map :D
end
end
else
It feels like we're missing some items
end
Isn't she great *-*
You could also use variables for this instead of lots of switches - when each item is collected, add 1 to the variable. On the teleport event, if variable < number of required items, show message, otherwise leave.
The really nice thing about Nessiah's suggestions (both of them) is that if you want to, you can specifically point out what the player still needs to get, or maybe give them a hint.
Thanx shaz and nessiah. its just, embarrasingly im still a bit of a noob. if you could just be a tad more detailed in your explanations? sorry, haha, ive only had rm2k for about a week now. :-\
I'll show you all 3 ways...
Nessiah #1:
Allocate a switch to each item you want the player to collect.
On the item, when the player collects it and you increase their item count, turn the specific switch on.
On the door event, have a series of embedded conditions:
Condition: If switch1 is ON (switch 1 is turned on when you pick up item 1)
Condition: If switch2 is ON (switch 2 is turned on when you pick up item 2)
Condition: If switch3 is ON (switch 3 is turned on when you pick up item 3)
(more switches here)
Teleport to New Map
Exit event processing
End
End
End
Show Text: It feels like we're missing some items
There's a slight difference to the original suggestion, as I just now realised the message is part of an Else statement, and would only be shown if the player didn't have item 1 (if they had item 1 but not item 2 or 3, you wouldn't teleport, but you wouldn't get the message either).
Nessiah 2:
Easier - on each item to collect, just increase the player's count of that item. On the door event have the following:
Condition: If hero has item 1 in possession
Condition: If hero has item 2 in possession
Condition: If hero has item 3 in possession
(more conditions here)
Teleport to New Map
Exit event processing
End
End
End
Show Text: It feels like we're missing some items
and finally my variable suggestion:
On each item, when you increase the player's count of that item, also add 1 to a variable:
Change Variables [0001: Items Collected] + 1
And on the door event:
Condition: Variable [0001: Items Collected] = 3 (or however many items they need to pick up)
Teleport to new map
Else
Show Text: I feel we're missing something
End
Do some searching for tutorials telling you how to use switches and variables, and how to test for conditions. These are all commands on the event tabs.
Alright, let me just make sure i understand. suppose i went with nessiahs 2nd suggestion. theres this fantastic little thing called fork conditions on the event command menu that can work miracles. should i use it in this case?
mmm - I'm an XP user, and not familiar with fork conditions. That may be the Condition command. Try it, and see if you can compare switches, variables, what the user has in inventory, who is in the party, etc. If it's got all those things, that's the one you're after :)
Yes, Fork Condition is Conditional Branch :p