Hey, I have no clue if there is a place to post something like this... about events, but since this is general I figured at least this is a place I could.
Anyway, I am developing a game called Kings of Ethristah, in it there is a bank system that lets you withdraw/deposit items/gold. (Since it is a bank, and not just a small chest, you can depost however many you want). I have seen several people do things on this, but I know there are some people who do not want interest, at least I am counting myself among those people, lol. And then there are those who do no know how to make a stash type bank without scripts. I am posting this so maybe this can answer some questions, or so someone can help me make it better, lol. Please tell me what ya think, lol.
Anyway I have a banker that asks what you want to do, the choices are:
Save (The only place you can save in my game)
Store Items
Store Gold
As far as what each thing does, here is how it works...
~Save is self explanatory, you allow saving, ask if the player wants to save, then open the save menu, then you disallow saving, and that is it.
~Store Items is a little more complicated, here is the event that I have for it.
@>Text: What would you like to do?
@>Show Choices: Withdraw Item, Deposit Item, Nothing
_: When [Withdraw Item]
__@>Show Choices: Item1
___: When [Item1]
____@>Text: Are you sure?
____@>Show Choices: Yes, No
______: When [Yes]
_______@>Conditional Branch: Variable[0001: StoredItem1> 0
_________@>Text: You have \V[0001 stored.
_________@>Text: How many do you want to withdraw?
_________@>Input Number: [0009:WithdrawingItem], 2 Digit(s)
_________@>Conditional Branch: Variable[0009:WithdrawingItem] > variable[0001: StoredItem1
___________@>Control Variables: [0009: WithdrawingItem] = variable[0001: StoredItem1]
___________@>Change Items: [Item1] + variable[0009:WithdrawingItem]
___________@>Control Variables: [0001:StoredItem1-= variable[0009:WithdrawingItem]
___________@>Text: You withdrew \V[0009] (Item1)
_________:Else
___________@>Change Items: [Item1] + variable [0009:WithdrawingItem]
___________@>Control Variables: [0001:StoredItem1] -= Variable[0009:WithdrawingItem]
___________@>Text: You withdrew \V[0009] (Item1)
__________:Branch End
________@>Text: You have \V[0001 Item1 stored.
______:Else
________@>Text: You do not have any stored.
______:Branch End
______:When[No]
_____:Branch End
_: When [Deposit Item]
__@>Show Choices: Item1
___: When [Item1]
____@>Text: Are you sure?
____@>Show Choices: Yes, No
_____: When[Yes]
______@>Conditional Branch: [Item1] In Inventory
_______@>Control Variables: [0002:PossessedItem1] = In Inventory
_______@>Text: You have \V[0001] Item2 stored.
_______@>Text: How many do you want to deposit?
_______@>Input Number[0012:StoringItem], 2Digit(s)
_______@>Conditional Branch: Variable[0012:StoringItem] > variable[0002:PossessedItem1]
________@>Control Variables: [0012:StoringItem] = [Item1] In Inventenory
________@>Change Items: [Item1] - variable[0012:StoringItem]
________@>Control Variables:[0001:StoredItem1] += Variable[0012:StoringItem]
________@>Text: You deposited \V[0012] Item1.
_______:Else
________@>Change Items: [Item1] - variable[0012:StoringItem]
________@>Control Variables:[0001:StoredItem1] += Variable[0012:StoringItem]
________@>Text: You deposited \V[0012] Item1.
_______:Branch End
______@>Text: You have \V[0001] Item1 stored.
_____:Else
______@>Text: You do not have any of those.
_____:Branch End
_____:When[No]
____:Branch End
_:Branch End
For this part you need two variables with the names "Withdrawing Item" and "Storing Item" or whatever, and then two variables for each item in your game named something like "Stored(insert item name)" and "Possessed(insert name here).
~Store Gold
Hmmm... man that took a lot of time to type, lol... I will do this one if it is requested of me to do so.
Cannot wait to get people's opinions. Please reply, I will take Destructive/Constructive Critsism, and Compliments... and I guess if you say it, I will have no choice but to accept insults, lol.