Save point items

dolesy20

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I am looking to add Items that can only be used when your at a save point or on the world map. (Like tents in Final Fantasy or Shelters in Chrono Trigger). I am not sure how to go about doing this. I feel that I should be using a common event but not sure where to start.
 

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Well, you can make it run a common event that checks if ur on a save point (depends on how you determine a save point), then if yes, do effects... if not, give them back the item
 

West Mains

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Well, lets say you had a Tent item and you want it to only work on the world map.

all you need to do is create a switch, lets call it Tent01. Anytime you enter the world map, Tent01 is turned on.

Now, make the Tent item call up a common event. Add a conditional branch into the event. If Tent01 is on, you can do whatever it is the item is meant to do.

I think that's about right, anyway.
 

dolesy20

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I attached the save point event. I will mess around with the common event to see if i can figure it out. The only thing I know for sure I do not know is how to have access to that item only on the save point. or as you put, where they could use it but has no effect and is refunded if not on a save point/world map

savepoint script.png
 

dolesy20

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Been working on getting the Tent to only work when at the save point but have had no luck. I deleted the code to start fresh tomorrow should of took screen shots. If I could get some advice or even images to help get me in the on the right path. Now I had it somewhat working but when I would get it to full heal the party it would go in a endless loop. I guess I could add a end event at the end of it and see if they fixes the problem but I will test it out tomorrow. 
 

Hesufo

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Meh, I went with the simpler option of having the Save Point open a choice branch with the following options: "Save the game" / "Use a tent".

I'm not entirely sure how you'd go about using it in the overworld, but if you're there, chances are you can just visit a town and sleep at the Inn (I know this bit doesn't help but yeah >.>)
 
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Zoltor

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I attached the save point event. I will mess around with the common event to see if i can figure it out. The only thing I know for sure I do not know is how to have access to that item only on the save point. or as you put, where they could use it but has no effect and is refunded if not on a save point/world map
Just for the hell of it(since I'm gonna want the same feature as well), I decided to look into it, I'm pretty sure I figured it out.

I can't test it atm due to the fact my party, and stuff Isn't fully setup yet, but this should work.

Every time you step on a save point, have it turn on a switch.

Make the item do nothing but call common event

set common event to require switch.

In common event, heal all party members

Then all you have to do, is have every space around a save point turn off switch

Boom done, now it can only work at save points(no script required) :)
 
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dolesy20

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@Zoltor

I tried doing that but it puts the event into a loop since I use a parallel process for my save point. I have slept on it and have some new idea's I will try when I get back to my house. Keep everyone updated on my findings with new screen shots.
 

Zoltor

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@Zoltor

I tried doing that but it puts the event into a loop since I use a parallel process for my save point. I have slept on it and have some new idea's I will try when I get back to my house. Keep everyone updated on my findings with new screen shots.
(a oversight my bad, that's why It's good to test stuff :) ) In the common event after the heal all command, use the end event proc command, and it should take care of your looping issues, that's all.

It's such a rarely used command, but it comes in handy every once in a blue moon.
 
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dolesy20

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This is the final project of what it should look like. I got it working and I think it has a smooth flow to it. Now in my images it has to be set up just like that or the call common events do not lap right. But it does work like I want. Now I will be adding in all the status effects that I also want to be removed. To do so, for those who may not know, you would add it between the Conditional Branch: Variable [0003:Use of Tent]>=1 and above the first text window. Thanks for the help getting me here guys. Your great!

Also. Any event bringing you into the "World Map" make sure you turn on the switch "Tent World" and turning it off again when you leave the "World Map"

Common events - Tent.png

Save point - Tent.png
 
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Zoltor

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This is the final project of what it should look like. I got it working and I think it has a smooth flow to it. Now in my images it has to be set up just like that or the call common events do not lap right. But it does work like I want. Now I will be adding in all the status effects that I also want to be removed. To do so, for those who may not know, you would add it between the Conditional Branch: Variable [0003:Use of Tent]>=1 and above the first text window. Thanks for the help getting me here guys. Your great!

Also. Any event bringing you into the "World Map" make sure you turn on the switch "Tent World" and turning it off again when you leave the "World Map"
That's if you want it to, I decided to go another route. I deleted the save command from the menu command script, this way there's no way to save on the world map(nevermind in dungeons or any other random map you may be on). I'm gonna go old school(you want to save, get back to a town alive, I'll have a NPC call the save menu), and on rare occasions there may be a save point in a dungeon.

I just briefly glanced at your SS, so forgive if there is a legit reason you did this, and I didn't notice it, but I don't see the point in having two separate switched, one of world map, one for save point. Just turn on the same switch for both situations, and turn the same switch off every time you leave world map/save point.
 
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dolesy20

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That's like Dragon warrior old school. Who knows, I may remove the world map aspect but I plan on having a big world map with random encounters. This is also my first game so I am trying to learn as much as possible off it before I try n make a really good game with parallax mapping and everything. But I need to read up on animated battling systems n learn that coding. I am terrible right now.
 

Zoltor

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That's like Dragon warrior old school. Who knows, I may remove the world map aspect but I plan on having a big world map with random encounters. This is also my first game so I am trying to learn as much as possible off it before I try n make a really good game with parallax mapping and everything. But I need to read up on animated battling systems n learn that coding. I am terrible right now.
Yep, back in the days you actually had to know your party members, had to prepare for exploring, and estimate when you should return to town.

I'm also planning on a big world map, with random encounters as well(I consider a reg RPG with no real world map, an act of bad/lazy game design).

I don't know coding either lol, but after years of trying to learn coding, while I still can't code much of anything from the ground up(other then mapping code), I can read/understand code, so I can generally mess with an existing code, with no problems.
 

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