Breath of Fire-style Object Looting [TRADE]

WickedVixen

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I am looking for a script that would allow me to enter text, such as:  "Hmm, I wonder what's here ..."

Then, if I have an item they can find, I can just add that in, like "You've found Megaman X (SNES).", otherwise it says:  "Nothing."

The problem I have is that I can't get it to work correctly when there's an item, it gives me the item, then it doesn't fall back to "Nothing.", it keeps giving me the same items.

I would be willing to trade for some charset bitmaps for new fonts for use with the Victor Engine "SFont Script".  I have a few already up, but if anyone can help me with this, I can offer you any custom font sheet for commercial use-- FOR FREE-- as a trade for this script.  I will include a "permission slip" for you, and allow you to use it for any number of games you intend to make-- just crediting me, of course.

I wouldn't have made the offer unless I needed this script.  Everything I've tried has failed and I'm getting frustrated with it. ;_;   I just wish I knew more about scripting, then I'd do my own-- but that's not the case-- and I really need this type of script.

Best examples of this are "Breath of Fire II" (SNES) and "Breath of Fire III" (PSX).  If you need more information, just PM me.

Thanks.
 

Shaz

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.


Classifieds Requests is for PAID work, not trade.
 

djDarkX

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This can be done without scripting.  Make two pages for an event (blank or using a graphic).  Page one does what you want it to do and give a player the item and once they get it, have it turn on a switch or better yet, a self switch, and have the next page have the text say "Nothing" once the switch has been activated.  Like this:

Event Page 1 -

Text: -,-, Normal, Bottom

  : Hmm, what's in here?

Change Items: [itemName], +1
Text: -,-, Normal, Bottom

  : Found ItemName!

Control Self Switch: A =ON

Event Page 2 -
Conditions: Self Switch A is ON
Text: -,-, Normal, Bottom

  : Nothing.

It's really simple.
 

WickedVixen

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Thanks djDarkX! I never thought this would be so simple!

o_O :facepalm: Awesome!

I will definitely use this!

Thanks again!
 

WickedVixen

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I just tried it and it won't activate on Action Button w/ Same as Character selected...

Is there some way to get this working?
 

djDarkX

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Depends on how the event looks and where it's located.  Can we see screenshots of the event on the map and the way the event is handled?
 

Shaz

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WickedVixen, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


If you need to add something, please just edit your last post instead :)
 

WickedVixen

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Sorry. I didn't see the [EDIT POST] button... >_< Oops...

http://imgur.com/a/q0n0p#0

Is there something i'm missing?  Have I forgotten something?

Please help.

(also, the forums are not letting me add pics to the posts telling me something about not liking the format. (?) weird...)
 

xein

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Page2 condition should have been the self switch A, not inside the contents.
 

Shaz

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Yes, on the second page, don't put the self switch in a conditional branch in the event commands. Put it in a condition under Conditions (on the left, above the graphic).


This:

Event Page 2 -


Conditions: Self Switch A is ON


Text: -,-, Normal, Bottom


  : Nothing.
is not the same as this:

Code:
Conditional Branch: Self Switch A is ON
The engine will look at all the pages, starting with the highest number and going back, until it finds one whose conditions are met. Because neither of your pages has any conditions, the highest numbered one will be active.
 
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WickedVixen

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okay. i think i get u.

instead of using the condtional branch - event modifier and choices, use the self-switch instead.

okay. I will try that.

Thanks again! ^_^

[EDITED!!  It works!  Thanks!] :rock-left: BD :rock-right:

On another note-- similar to this one:

This I figured would be an actual script.  This would be pretty cool, though...

In Shadowrun (Genesis/MegaDrive), the random loot safes in the buildings.  If you're looking for clues and such, you come across:

'grenades'

+frag

+stun

+concussion

'nuyen' (money)

'first aid kits'

'clips' (for guns)

'stim patches' (like first aid kits)

"You find nothing..."

<sometimes clues as to what floor to search> (this one's rather rare, but it can happen, especially with "client extraction"; maybe 1% - 3% of the time.)

and the ever-elusive package.

Also in Shadowrun, the coprs also have terminals that either have clues as to whereabouts of 'extraction client' or 'the package'

desktops

(like "hacking the database ... you find a clue ... DL it to your notebook")

wall kiosks/units

(and many of them go ot the 'matrix' of the corp you're raiding).

[NOTE-- not even :headshake: going to attempt to recreate the "Matrix Runs" of Shadowrun! Not Even! :headshake: Suffice it to say, I'd love to :p , but not for this game.]

Also, I'd rather only use the Wall Kiosks for this kind of stuff, b/c putting in a metric tonne of Desktop events would be utterly stupid and time consuming; being also detrimental to the game, in general.

I would imagine this would be a variation of the "safe script", and I could probably manage this one, from the other one... LOL

LOL  This too would be a boon to have for many of corps I'm planning to incorporate into the game.

Any ideas?
 
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xein

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You should open a new thread since it is no longer having to do directly with your current topic. 
 

Andar

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WickedVixen, please open a new topic for that. One topic should only have to deal with one problem, that makes searching for a help easier for others that might have a similiar problem later.

And that goes double because this is no longer a script problem - most likely one of the mods for this area will move the topic to support later.

To get back to your question: The best way to make random loot is to change the line with the item+1 and the text into a call common event, and then have a random check for results and the change item depending on the random number in the common event - that way any later balance changes or hint additions don't require you to check all your maps...
 

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