Hidden Items A and B

Naveed

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So, MV introduced two new item categories: Hidden Item A and Hidden Item B.

I would assume, as the name suggests, that these are items you give the player but will not be shown in their inventory. And I'm also pretty sure there is/will be a plugin that will allow you to show these items as you feel necessary.

So, what's your creative ideas on how to use these categories?

I think I'm personally going to use them for keeping the maps that the player obtains, or certain dungeon tools if a plugin comes out for that, or maybe use a plugin that completely exposes these categories so as to allow two new item categories.

Thoughts??
 

ArcaneEli

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didn't even know this was a thing...
 

Wavelength

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From the Help manual:

"[Hidden Item A] and [Hidden Item B]: These are not displayed on the item screen. These are special items that are only displayed when selecting items during events."

In other words, these are best used for items that you can use on/give to NPCs, or otherwise select through an event, but that otherwise have no use and the player has no real need to track how many they have.

If the player is making an interesting choice over which item to use/give, this could probably be a useful feature.  If the player is simply using a predetermined item in a predetermined spot, the item's possession could be more smoothly tracked using switches/variables and more smoothly executed using a simple conditional branch rather than opening up a menu and forcing the player to find and select the item.
 

Andar

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Main use is probably as tokens - if you have an item like that it won't be listed in your inventory, but the events will still react to them:


keys, chapter indicators and so on.
 

Uranium

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delete
 
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Kes

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@Uranium Please do not hi-jack someone's thread with a different query. Also, please note that all "How do I...?" questions belong in the Support forum for the engine you are using. 'Game Mechanics Design' is for looking at aspects of gameplay at a more conceptual level, rather than from the implementation level.
 

dbchest

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So is there any distinct difference between A and B?
 

Andar

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no - they are there for you to create the difference by deciding which item goes into which group.
And the only default effect is that you can choose which group to use for the select item command.
 

kirbwarrior

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One clever idea I saw was to mimic interaction menus from older style games such as point-and-click games. You give the player items like "Search", "Look", "Touch", "Ponder", "Speak", etc., then when they interact with events, you call up the item check and have things happen based on which they picked.
 

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