How do I...do a few things? (Involving magic, items, and 2 currencies)

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Few things that've been on my mind lately!

1) I don't need a magic system. I only need HP. How do I get rid of the blue bar all together?

2) Also, scenario:
Player arrives at the door of a house that they cannot access yet without an old key. Player goes away, finds the old key, and returns.
How do I make it to where, the player needs to stand in front of the door (facing it), manually go into their inventory, and "use" the old key in front of the door to display an option to use the key or not? I think this process of finding items, and then manually using them on the right areas is vital to a puzzle-solving adventure. Up to this point, I've been using "If player has X item", but it just automatically uses the right item, which feels wrong in a game where you need to think about what you're using. I would love to create traps that trigger if you use the wrong item, and stuff like that...

3) Another thing...how do I add a 2nd currency? There's gonna be the currency the player comes across normally throughout the game, and then there will be a "secret" currency the player can earn from selling things to a certain shopkeeper! Is there a way to do that without making one of the currencies an "item"?

4) Is there a way to "combine" items in your inventory? Like, you collect multiple pieces of something, and you can combine them together to make another item that you need to use.


Hope I'm clear enough! ;u;
 

Oddball

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For the second one, just use contitinal branches in conditinal branches. Lets say the door is going to be to the left of the player, in that case use a conditinal branch chercking if player is facing left, then do another brqranch is the old key in the players inventory, and if both conditions are met have text that says "Use old key?" and a choice
 
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For the second one, just use contitinal branches in conditinal branches. Lets say the door is going to be to the left of the player, in that case use a conditinal branch chercking if player is facing left, then do another brqranch is the old key in the players inventory, and if both conditions are met have text that says "Use old key?" and a choice
Thank you for the suggestion, but this is just not how I want it.

I want to make it to where the player has to manually use an item from their inventory. My only problem with going along with what you suggest is that it automatically lets the player proceed if they have the right conditions. I don't think that's a good approach to heavy puzzle solving because that sort of approach will just let you proceed without thinking much, like a collect-athon. I want to have segments where like, you might not know what item to use, and you have to experiment with it. There could even be traps or different events that occur if you use the wrong item, etc...

There are countless games where they make you go to your inventory, and make you figure out which item to use while standing in front of the proper event, so surely there must be a way to do that in RPG Maker MV, right?
 

Rugman

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You can set a common event to run when the player uses an item from their inventory. Just edit the item in your database. In the event set the conditions that you want for the item to work.
 

Oddball

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Thank you for the suggestion, but this is just not how I want it.

I want to make it to where the player has to manually use an item from their inventory
Have the item turn on a switch then
 

AdeptusUK

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You'll need a plugin for a 2nd currency. You could assign it to an item, but I can't think of how you would then spend it with the limited functionality of Shop Processing

To combine items you could have an event run when you use an item that checks if the player has the item you want to combine it with, but I don't think that with the native function you can select one item and then choose another from the item menu, which I think is what you want.

I did have a play with commenting out all instances of drawActorMp in the rpg_windows.js, but I think it must be called elsewhere in the js files as it throws an error that it's trying to call something that doesn't exist. If you're brave you could try to track them all down and comment them out (on a backup copy of your project!) and that might do it, but I only have little enough knowledge to be massively dangerous!
 

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