Ok well I'm trying to do something for a netplay+ game... Neways I need a script that sets each item in the database to a 5 digit number. For example
DB# ID#
001 00001
002 00002
003 00003
004 00004
127 00127
Ok well yea just set up the script with like the first 5 and I will edit it and add the rest of the numbers. Now the next part, I need another script that would be something like this in event form
If ActorName Paul applied
conditional branch (Some button) is being pressed
show text, enter Item ID
input number5 digits
Now wen I put in the 5 digits it should check that script and whatever item has those
5 digits.. for expample if I filled in 00001 It would give me item 001 out of the database wich would be a red potion.
Now if at all possible I would like to also have an item amount thing... Like I input the 5 digits then another one pops up thats 2 digits and lets me fill in the quanity of how many I want.
Why the hell do you need that many items, isn't 999 enough :P
It may not be possible though, since the database class isn't editable in Ruby.
I believe Me(TM) and Mr.Mo are working on item spawn, I'll ask them sometime.
Seph is working on event spawning as far as I know. During the work on my ABS I noticed, it's actually not that hard to make... -_-
I also don't know why you actually need so many items.
If I did get it right, you need a script that allows GMs and admins to give out items to player in a user-friendly enviroment, am I correct?
BTW, you can easily make a script that makes the database larger. The user would need to enter all the item stats in the script per text. Then just during the game startup it would need to load the additional items into the $data_items array.
Wouldn't that take like, fucking forever, having to define each items and all?
But yeah, item spawning is easy, post on the N+ forums if anyone is planning to make it, an amateur RGSS person could probably do it.
Well, if he's planning on making 10000 items... yes, it would.
nonono Im not going to use all 5 spots... that would be to many xD I would use it for something like... erm
db# ID#
185 01785
idk thats sorta how its set up on RO xP if u want to make it only up to 999 (3 characters) thats fine xD
RMXP has support for 999 items by default.
Why the hell do you want a stupid script like that anyways?
As I've said before on the N+ forums, if you don't know basic RGSS, don't make an MMORPG. Item spawning is very easy, its an event with one line of code.
If you really want pseudo-random ID numbers get a script that makes you IDs with 12 numbers. ::)
I do know basic RGSS I just don't know how to do this. Y do I want a script like this? Well I reely don't feel like going and killing monsters wenever I need something. If I'm an admin I should be able to get whatever I want with a single ID number.
Item spawning is ridiculously simple. You don't need a scene or anything, just a list of corresponding item numbers and an event.
can u help or not? =\
Try it yourself, I already know how to do it. It's extremely simple if you know how to use variables.
Can u give me a simple start? Like tell me how to set it up for item 001
Look through Scene_Shop.
If you can't figure it out in an hour, I'll give you the code.
k...
[doublepost] Does it have something to do with this?
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
Edit
and this?
when RPG::Item
$game_party.gain_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.gain_weapon(@item.id, @number_window.number)
when RPG::Armor
$game_party.gain_armor(@item.id, @number_window.number)
end
$game_party.gain_item(@item.id, @number_window.number)
Replace the @item.id with a variable, and @number_window.number with an another and then make an event which defines both variables and then calls the code.
wut? xD
If you still need more than 999 items, here is the RPG::Item class with the variables except the @menuse variable, because it's an RPG::AudioFile and they are a little bit more difficult to load into the variable as you would need a pointer that points to that file in the RAM. :-\
class RPG::Item
def init_no_item(id)
@id = id
case id
when 1000
@animation1_id = 0
@animation2_id = 0
@recover_hp = 0
@recover_sp = 0
@recover_hp_rate = 0
@recover_sp_rate = 0
@name = "Item 1000"
@icon_name = "item_id_1000"
@description = "This is an item with the ID 1000, ZOMG!"
@plus_state_set = []
@minus_state_set = []
@element_set = []
@consumable = true
@price = 0
@pdef_f = 0
@mdef_f = 0
@hit = 0
@variance = 0
@common_event_id = 0
@occasion = 0
@scope = 0
@parameter_type = 0
end
end
end