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Hi!

I'm making a fishing game, ideally I want there to be weights for every fish you catch.


This event of the fishing game gives you the result of which fish you catch.

Ideally this event has one conditional branch for each fish you could receive, but that would spiral out of control if I had to account for different weights.

So I guess what I would like, is a way for each fish (item in your inventory) to be assigned different weights via a variable that assigns the item a number, that'd show in the items name, so if I fish up two guppies, in the inventory it'd show as

Guppy l Weight: 1KG
Guppy l Weight: 1.3KG
Guppy l Weight: 1.75KG

Without me having to make X number of the same item repeatedly for each individual weight
 

ShadowDragon

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it's 3 guppies instead of 2 :D

but to your issue.

I have a way in mind, but it probably wont do by eventing alone.
because you need something like a item Druplicator.

if you want weight on like Guppy 1 Weight \v[4],
if it's NOT equal to weight, than duplicate the item in a new slot,
otherwise, stack it.

this require a plugin, but if you dont want a plugin, you need to add
different items with a fixed weight.

controlling by 1 variable for it's weight (or self variables probably safer),
to stack/duplicate the item.

I got something in mind, but I got no idea how to duplicate the item,
because I', still a beginner in js, there might be other ways, but it depends
on the methode and amount of different fishes you have probably.
 

Maliki79

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You'd likely need a plugin.
(YFs item core comes to mind)
You'd also need a bit of scripting know how to put the weight data on each fish item.
 

xabileug

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if you just need a flavor text, just make random number for the weight for every catch. there exist no item multiple instance in rpg maker mv. so you have to manually create all those fish weight in the database.
 

Symbol_

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if you just need a flavor text, just make random number for the weight for every catch. there exist no item multiple instance in rpg maker mv. so you have to manually create all those fish weight in the database.

This wouldn't work, I'd need the weights to be available to see in inventory once you got them, then I want NPC's to ask if you have managed to catch a fish of certain weight
 

Tiamat-86

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I'd need the weights to be available to see in inventory once you got them
thats exactly what a flavor text is.
base engine: you would need to make a separate item for each weight.

plugin: (never used independent items myself) yanfly item core comes to mind for its independent items.
items i believe the only thing you can randomize is the price and info display. im not sure how the info eval works out for random variable in the info though, it might be different for each of the same item or it might just overwrite all of them when pick up a new 1.
either way there's no way to event condition check the info number after the variable gets changed with the next catch. and condition checks wont even pay any attention to the variance.
this is sounding like it will be 1 of those "what is something sounds simple but ended up being a nightmare" things
 
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Tiamat-86

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the info eval will still just be entirely cosmetic though. a condition check will just take any guppy not a guppy with flavor text "weight = X"
you would have to make a different item in the database for each weight for these condition checks.
 

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