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Hi, everyone. I have been exploring the use of Key Items in quests and I was surprised that my Key Item (a candle in this case) doesn't show more than 1 in the Item inventory area if I am using more than 1 of the same Key Item. I tried researching this, but all I found was tutorials on how to use Key Items. Nothing seemed to really address this.
My simple test quest has the player collect 4 magic candles. When the candles are marked as Key Item in the database, the Item Inventory only shows the entry of "Magic Candle" once, with no number, regardless of how many the player has collected. And each separate event of "finding" a Magic Candle adds the item to the player in the event.
When I change the Magic Candle in the database to be a regular item, it displays in the Item Inventory as "Magic Candle: 4" or however many I have collected at that point. So I know the events are adding the item correctly.
Am I missing something or do Key Items never show more than once in the Item Inventory? This seems odd to me since I can think of many instances where I might want to have let the player collect more than 1 of a specific Key Item type and have more of that Key Item type at any given time.
Sort of like a type of key that opens a certain type of door. There could be many doors of that type so many keys that all work on any door of that type. Of course, you don't have to make the key consumable so once the player had one key of that type, they could open any door of that type. But I have seen games that make keys single use. Maybe to account for keys breaking or getting stuck or just to purposefully make the keys single use. It is just an example. Maybe a door key is a bad example.
It seems like I can get around this by not making the item a Key Item and then multiple of the item will show in the Item Inventory. And I can limit its use through the database so it only works like a Key Item. But I want the item to actually show in the Key Item area of the inventory so it is clear to the player that it is a Key Item.
I suppose I could also get around it by naming the item like "Magic Candle (Quest Item)" or something like that and not mark it as a Key Item in the database.
Am I doing something wrong or is this how it actually works with Key Items in the default engine?
Thanks for any help you can provide!
My simple test quest has the player collect 4 magic candles. When the candles are marked as Key Item in the database, the Item Inventory only shows the entry of "Magic Candle" once, with no number, regardless of how many the player has collected. And each separate event of "finding" a Magic Candle adds the item to the player in the event.
When I change the Magic Candle in the database to be a regular item, it displays in the Item Inventory as "Magic Candle: 4" or however many I have collected at that point. So I know the events are adding the item correctly.
Am I missing something or do Key Items never show more than once in the Item Inventory? This seems odd to me since I can think of many instances where I might want to have let the player collect more than 1 of a specific Key Item type and have more of that Key Item type at any given time.
Sort of like a type of key that opens a certain type of door. There could be many doors of that type so many keys that all work on any door of that type. Of course, you don't have to make the key consumable so once the player had one key of that type, they could open any door of that type. But I have seen games that make keys single use. Maybe to account for keys breaking or getting stuck or just to purposefully make the keys single use. It is just an example. Maybe a door key is a bad example.
It seems like I can get around this by not making the item a Key Item and then multiple of the item will show in the Item Inventory. And I can limit its use through the database so it only works like a Key Item. But I want the item to actually show in the Key Item area of the inventory so it is clear to the player that it is a Key Item.
I suppose I could also get around it by naming the item like "Magic Candle (Quest Item)" or something like that and not mark it as a Key Item in the database.
Am I doing something wrong or is this how it actually works with Key Items in the default engine?
Thanks for any help you can provide!