Combining items & item flashes (Maybe More)?

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Voracious

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My senior project hours are due tomorrow and I'm going to be up pretty much all night trying to get what I can finished to eat up the final eight hours that I need to log so every body who can help I really would appreciate the help because I have so many questions that need answering. 

Okay, here it goes. 

-How do you combine items to make new items?

-How do you make the little flashy things that indicates that there is an item where it is?

-Can I use conditional branches in order to use inventory items to unlock doors? (ie use the "Makeshift Boltcutter" to unlock the door rather than a regular key)

-Since I will be using my drawings for cut-scenes, I need to know if it's easier to time and caption the drawings in rpg maker or if it's just better to do all that using photoshops's animation feature and use RPG Maker's "Play Movie" script. Which do you recommend?
 

Shaz

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-How do you combine items to make new items?
- A crafting script will show you what items you need, to make something new, and if you have the required items, will give you an option to make it.- An NPC could ask you if you want to make an item, and give you the option to do so if you have all the required items in inventory.

- If all your source items come from chests or from NPCs (basically, if they're from events rather than shops), after you get each one you could do a check to see if you have the other source items, and automatically combine them to make a new item.

Those last two options would just require checking to see if the source items are there, and if they are, removing them from inventory, and adding the new item to inventory.

-How do you make the little flashy things that indicates that there is an item where it is?
The !Flame character sheet has the sparkle images. Just add an event, choose that as the graphic, check Direction Fix and Stepping Anim. When the player interacts with it, give them the item and turn on a self switch, and add a new page conditioned by the self switch so the sparkle animation won't play again.
-Can I use conditional branches in order to use inventory items to unlock doors? (ie use the "Makeshift Boltcutter" to unlock the door rather than a regular key)
Yes, you can. Something like this would let you do it (removing the used item is optional)
Conditional Branch: Item KEY is in Inventory Show Text: You use the key to unlock the door Change Items: KEY -= 1 Jump to Label: UnlockBranch EndConditional Branch: Item Boltcutter is in Inventory Show Text: You use boltcutters to break the chain on the door Jump to Label: UnlockBranch EndConditional Branch: Actor [Eric] is Fireball Learned Show Text: Eric uses his Fireball spell to burn down the door Control Self Switches A = ON (A goes to new page with missing door - since we don't want an open door animation, and a transfer command) Jump to Label: UnlockBranch End# Don't have anything to open the door - say so, and exitShow Text: The door is locked.Exit Event ProcessingLabel: UnlockSet Move Route (move route to show door open animation)Control Self Switches B = ON (B goes to a new page with door, with the regular open door animation and transfer, since we don't need to unlock it again)Transfer Player
-Since I will be using my drawings for cut-scenes, I need to know if it's easier to time and caption the drawings in rpg maker or if it's just better to do all that using photoshops's animation feature and use RPG Maker's "Play Movie" script. Which do you recommend?
I don't know what photoshop's animation feature does. I suppose if it makes it easy and produces an .ogv file (the only kind of movie you can play in Ace), go for it. It's really not difficult though to use Show Picture, Show Text, wait for a button to be pressed, and show a new picture repeatedly.
 

Shaz

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