RMMV Searching - Plugin that shows chest in Menu

Wakudien

Villager
Member
Joined
May 23, 2023
Messages
9
Reaction score
4
First Language
German
Primarily Uses
RMMV
Hello everyone, I'm looking for a plugin that displays the number of chests collected in a dungeon in the menu. It should look something like this:

Chests: 5/12
Hidden items: 8/16

Or something similar. So that when you're exploring "Dungeon 1," which consists of 3 maps, the total number of chests is added up and displayed, showing how many have been opened. The same should apply to hidden items.
Do you know if there is such a plugin available?
 

ShadowDragon

Realist
Regular
Joined
Oct 8, 2018
Messages
7,805
Reaction score
3,193
First Language
Dutch
Primarily Uses
RMMV
variable base parts yes, only through the maps to require part, not sure.
but it is an intresting idea, I got it a bit differently, through HUDmaker
so I can use a switch and the variable to show there.

there are ways to add it nicely, per variable though, depending what you
aim for, only dungeons or main world as well, total?
 

Andar

Regular
Regular
Joined
Mar 5, 2013
Messages
39,321
Reaction score
11,492
First Language
German
Primarily Uses
RMMV
Most of that is usually done by eventing, with modifications in the chests to count when they are opened.

The only things not possible by eventing would be
1) display in a menu - events are limited to show text.
2) automatic counting of chests and storages - although even a plugin cannot fully automate that as it needs a way to identify different events when counting them.

It basically depends on how much you want to automate. If the last two points are less important to you you could do this by eventing alone. And if you want it automated then you'll likely have to give a better description of what events should count where.
 

Wakudien

Villager
Member
Joined
May 23, 2023
Messages
9
Reaction score
4
First Language
German
Primarily Uses
RMMV
hello
I'm not sure which part it is, Final Fantasy 3 or 4 or 5 (pixel remaster), or all of them, I'm not sure anymore. In those games, you could see in the menu how many chests and hidden items there were in each area and how many you had found. For example, if you were in a tower, it would show you that there are 15 chests in the entire tower that can be found, so you always know if you missed something. I found this guidance very helpful, especially since my project has a lot of items to find due to the crafting system I implemented, which makes even more sense.
That was the idea behind it, as I envisioned it.
 

AquaEcho

Script Kitty
Regular
Joined
Sep 20, 2021
Messages
1,711
Reaction score
1,175
First Language
English
Primarily Uses
RMMV
You would have to define which maps counted as which area and which events were chests or hidden items through notetags. Or better yet, instead of having the engine count them, just count them yourself and declare those numbers as static intergers in contol variables, e.g. area1TotalChests = 12 and area1TotalItems=5. Then every time you found an item or opened a chest increment control variable area1FoundItems +1 or control variable area1FoundChests +1, etc.
 
Last edited:

Andar

Regular
Regular
Joined
Mar 5, 2013
Messages
39,321
Reaction score
11,492
First Language
German
Primarily Uses
RMMV
@Wakudien
We understood the concept the first time - the problem is that the computer is too stupid to understand it without help.

The computer cannot automatically see which event is a monster, which one is a chest, which one is a hidden container and which one is a tree or whatever.
You either have to manually count that (and change the numbers whenever you add something), or determine a way for the computer to identify which event counts as a treasure chest and so on.

That is the main problem, and the part you ignored in your descriptions so far.
 

SGHarlekin

Orc Jester
Regular
Joined
Jun 29, 2020
Messages
1,390
Reaction score
2,028
First Language
German
Primarily Uses
RMMV
Just gonna say this sounds like it should be a hud, which would easy be done in hudmaker. Why give the player the trouble going to the menu just to check if they got all chests.
 

ShadowDragon

Realist
Regular
Joined
Oct 8, 2018
Messages
7,805
Reaction score
3,193
First Language
Dutch
Primarily Uses
RMMV
through menu and notetag like AquaEcho mention can work out.

if the maps are provided and than simply <chest> or <hidden item>
in the notetag, it can automatically count those through the maps.

but this is not there yet, just variable way you want to show.
but it needs to be modified if you want to toggle it between map or maps
where valid to show them nicely.

HUDMaker is 1 way to show a HUD in the corner of the map, menu is
a different story though.
 

Wakudien

Villager
Member
Joined
May 23, 2023
Messages
9
Reaction score
4
First Language
German
Primarily Uses
RMMV
Hello,

So my search was initially focused on a plugin.
This is my first project, and that's why I wanted to take the easier route, as you have a large community and you already know all the websites where one can obtain plugins, and some of you may have even used them before.

I am aware that it's possible to achieve the same thing with variables and arrays, but for now, my question was only about finding a plugin.

Based on your reactions, I have to conclude that such a plugin doesn't exist.

So, I'm left with Method 2, which I'm already working on, but I prefer to ask in German because I already have difficulties with the German language, and combining it with programming language, well, that won't work xD

Nevertheless, thank you in advance for the suggestions and reactions.
If anything changes in the meantime or if someone still finds a corresponding plugin, they can write about it here.
Attached are a few pictures showing where I currently stand.
 

Attachments

  • Screenshot 2023-05-30 101331.png
    Screenshot 2023-05-30 101331.png
    469 KB · Views: 5
  • Screenshot 2023-05-30 101356.png
    Screenshot 2023-05-30 101356.png
    331.7 KB · Views: 3
  • Screenshot 2023-05-30 101426.png
    Screenshot 2023-05-30 101426.png
    350.2 KB · Views: 5
  • Screenshot 2023-05-30 101854.png
    Screenshot 2023-05-30 101854.png
    409.1 KB · Views: 5

Andar

Regular
Regular
Joined
Mar 5, 2013
Messages
39,321
Reaction score
11,492
First Language
German
Primarily Uses
RMMV
If you go this way, I would do it slightly differently, without that much need for scripting.

Make all chest events have three pages.
First page (automatic counting):
No condition, parallel process, sprite of closed chest.
Control variable: count chest on map +=1
Control selof-switch A=ON

Second page (closed chest):
conditioned to self-switch A
regular action button behaviour of giving treasure, plus:
control variable count opened chest on map +=1
control self-witch B=on

Third page (open chest)
conditioned to self-switch B
nothing (or a show text "chest is already empty" or whatever.


Doing it this way the counts on the variable will go up the second the player enters the map (instead of when he opens the first chest). You'll need to use different variables for different groups of chests, and on a multimap-dungeon the count will only correct on entering the later maps - but that would be a problem with your current code as well.

And you'll have to move the values from the game variables to your screen counter, but that is a simple script after the count
 

ShadowDragon

Realist
Regular
Joined
Oct 8, 2018
Messages
7,805
Reaction score
3,193
First Language
Dutch
Primarily Uses
RMMV
There is a way to hardcode the variable inside the plugin.
but each area require variable.

if you get the global variable Map Id's, you can set the map id's here
or per mapname.

than use the 2 variables, variable1 / 5 and variable2 / 10
which depends on the map id's to toggle the amount of chests/hidden items
on those map if you are on them.

you could use a variable for "Name" so it can check this variable to toggle
the correct chests to even simplyfy it more, so you just need the correct
variable with +1 when opening it :).

so if you have 5 dungeons you want to count both chests and hidden items,
it require 10 variables.
 

ATT_Turan

Forewarner of the Black Wind
Regular
Joined
Jul 2, 2014
Messages
11,216
Reaction score
9,179
First Language
English
Primarily Uses
RMMV
Just gonna say this sounds like it should be a hud, which would easy be done in hudmaker. Why give the player the trouble going to the menu just to check if they got all chests.
I would suggest that some/many/most people might not care if they got all the chests. Or might not care enough to have it on their screen at all times during play.

So you'd have the choice of making it an option to toggle the display on and off, with the people who care enough to check when they find a visit having to go in and hit that toggle twice...or an easy middle ground of putting it in the menu :wink:

Note that I'm not saying your idea is bad, or that such a thing would make me necessarily quit and delete a game...just commenting on the "should be" portion. I would find it to detract from a game's UI, personally.
 

SGHarlekin

Orc Jester
Regular
Joined
Jun 29, 2020
Messages
1,390
Reaction score
2,028
First Language
German
Primarily Uses
RMMV
I would suggest that some/many/most people might not care if they got all the chests. Or might not care enough to have it on their screen at all times during play.

So you'd have the choice of making it an option to toggle the display on and off, with the people who care enough to check when they find a visit having to go in and hit that toggle twice...or an easy middle ground of putting it in the menu :wink:

Note that I'm not saying your idea is bad, or that such a thing would make me necessarily quit and delete a game...just commenting on the "should be" portion. I would find it to detract from a game's UI, personally.
Nyeh, semantics! I guess I shoulda worded it more like "could be better suited for a hud." But then again, it wouldn't have given you the chance on commenting on it, as you usually do :p

I guess the menu could be a "middle ground", though I would still argue the hud option would be better in any way. I highly doubt hacing a small chest icon with a number that pops up while inside a dungeon would be much of a distraction, while it still prevents the constant checking of the menu.

Or maybe the ultimate solution could be to just pop it up whenever the player finds a chest for a brief moment. Either way, reason why I'm even bringing up making this a hud is the ease of making it such via hudmaker. I'd say it's easier and quicker than to do a menu option that shows the chests of your current dungeon.
 

Wakudien

Villager
Member
Joined
May 23, 2023
Messages
9
Reaction score
4
First Language
German
Primarily Uses
RMMV
Hello everyone,

After 12 hours of work, it's done.
I had to make a lot of changes, but with the help of a friend, we managed to do it.
Unfortunately, I had to heavily modify a foreign plugin (this one: https://www.caspergaming.com/plugins/cgmv/menumapname/ ) to make it appear the way I wanted it to, but in the end, it works (almost) exactly as I imagined.
Furthermore, using the foreign plugin gave me a sort of foundation since I'm not very familiar with Java or programming in general.

It was actually unnecessary; I could have just made my own plugin from scratch.
But no matter where I started, I didn't want to go back to square one.

Thank you nonetheless for the help you provided.
 

Attachments

  • Screenshot 2023-05-31 080716.png
    Screenshot 2023-05-31 080716.png
    194.7 KB · Views: 5
  • Screenshot 2023-05-31 080803.png
    Screenshot 2023-05-31 080803.png
    117.6 KB · Views: 5

Maliki79

Regular
Regular
Joined
Mar 13, 2012
Messages
1,034
Reaction score
517
First Language
English
Primarily Uses
RMMV
Awww....

I'm happy you got it done, but I wanted to take a crack at it.

I'll probably try it anyway as time permits.
 

Latest Threads

Latest Profile Posts

Just completed another cutscene. Huge one for the story. I'm so enthusiastic about where this game is going.
Man, the enemies in the new Sonic Frontiers update are totally roided up. I wanted a little more difficulty myself, but Sonic Team turned the dial a bit too far.

At least the new tracks for roaming Ouranos Island as Amy, Knuckles, and Tails slap hard.
mz_quest_victory_scene.gif


This battle victory screen has been pretty fun to work on. Not only can party members set new personal records for their contributions to the fight, but when they do, the party remarks on the accomplishment!
When you love all your children equally, but the world sees it differently.
popular.png
Found an old, unfinished project of mine, where you fight movie screenplays as an up-and-coming actress.
Turns out I used VX way back when. I may need to remake this in MZ, the premise was kinda hilarious.
1696205441250.png
1696205637522.png

Forum statistics

Threads
134,981
Messages
1,252,583
Members
177,867
Latest member
relocker
Top