RPG Developer Bakin: Extensible 'Active Item' Event - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Event Systems Database (https://www.save-point.org/forum-38.html) +--- Thread: RPG Developer Bakin: Extensible 'Active Item' Event (/thread-8656.html) |
RPG Developer Bakin: Extensible 'Active Item' Event - JayRay - 01-28-2023 One of Bakin's tinkerers AmalgamAsh created an event system that allows players to cycle through their inventory for an 'active' item. Here's how he describes it. Quote:I created an extensible system by which the player can cycle through items in their inventory, landing on an "active" one. (I asked for help on this recently; this is what I ended up doing!) Place this event anywhere in a map that allows the player to cycle items, or as a common event. Ashs_Item_Cycle.txt (Size: 4.52 KB / Downloads: 0) Quote:[*]If you'd like to test it, just place the following script on an NPC and go talk to that NPC during test play. Ashs_Give_Item_NPC.txt (Size: 1,006 bytes / Downloads: 0) Quote:[*]Also, make sure the following event is a common event. I have it set up separate from the cycle, but you can probably merge them. It will listen for the keypress Q, which is normally used for camera rotation, but you can change this (make sure you change it in the cycle event as well then). Ashs_Item_Keypress_Listen_Q.txt (Size: 556 bytes / Downloads: 0) Quote:[*]Now you can set up objects in your game that will respond to when the 'pointerItem' variable is set to a specific number (such as 5 which could equal rope), and if it isn't the active item, nothing will happen. |