Making an item usable on event - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Games Development (https://www.save-point.org/forum-4.html) +--- Forum: General Support (https://www.save-point.org/forum-18.html) +--- Thread: Making an item usable on event (/thread-7483.html) |
Making an item usable on event - swickster - 05-18-2019 Basically I'm trying to figure out how to make an item usable only on an event. 1. You interact with the event and item window opens for you to choose which item you'd like to use. (I've done this part.) 2. You use the special item which triggers another event. However, when it opens the item window I can't use the item because I have it set to Occasion: Never because don't want the player to be able to use the item other than on the event. RE: Making an item usable on event - Someone - 05-18-2019 (05-18-2019, 08:50 AM)swickster Wrote: Basically I'm trying to figure out how to make an item usable only on an event. Seems you try to use the system of Level 5 games like Dark Cloud and Rogue Galaxy. I just got an idea, did you set it as key item? I think you have to use the Item via an event conditional branch. If x Item is in your Inventory, a choose option will pop up. Or maybe make a call common event for all those selectable Items to choose from or something like that. Here is another Idea: Set a variable or a switch for the selectable event, If off the Item can not be used, If on the item can be used. It could be activated at selecting the item or a tile before it via player touch or through a common event for those specific items. I don't know if it will work out but it worth a try i guess. RE: Making an item usable on event - swickster - 05-19-2019 That's exactly what I'm trying to figure out. How to turn on/off item usability inside of an event. I can't seem to figure it out :/ No matter how many items or switches I make I can't seem to make the item usable in the process. RE: Making an item usable on event - yamina-chan - 05-19-2019 Depending on how you've set up the first step, you could cheat by having two items. KeyItem(a) and KeyItem(b). KIa and KIb are identical in everything, except that KIa is not usable, KIb is. In the event that is wanting you to use KI, have a conditional branch check if you have KIa in your inventory. If you do, just before you open your item selection window, add KIb to your inventory and remove KIa. Thus when you enter the item menu, you are now allowed to use KIb and activate it's switch/trigger/function and have it be consumed. Make a fail-save too, if the player uses the wrong item or backs out of the selection. If KIb is not used and still in your inventory and it's switch not activated, remove KIb from inventory and replace it with KIa. If the item is not consumed and stays in your inventory, you can just use the switch alone to determine whether or not you should have KIa or KIb. RE: Making an item usable on event - swickster - 05-19-2019 Ahh, I've actually thought about using a method like this I just couldn't seem to figure that one out either, thanks for the input :) |