So I'm trying to make a cafe minigame...

Calico_Bee

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So I'm trying to create a simple café mini game I'm only using branches, switches, and variables. No plugins. You get to be a waiter and you give customers the food they want within a certain amount of time or else they get impatient and leave. The only problem is that It's kinda difficult to code in the game (I'm new at using RPG Maker) :kaoswt2: I'm just asking for help basically.
 

bgillisp

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Tutorials is for posting a tutorial you have made on a topic. I'll move it to the appropriate place.

I've moved this thread to MV support. Please be sure to post your threads in the correct forum next time. Thank you.

 

Calico_Bee

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Tutorials is for posting a tutorial you have made on a topic. I'll move it to the appropriate place.

[MOVE]MV support[/MOVE]
Alright, thank you
 

AdeptusUK

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What, specifically, is giving you issues? I think we'd need a bit more info to help you. I think that this will probably be quite a lot of work to implement...
 

Calico_Bee

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What, specifically, is giving you issues? I think we'd need a bit more info to help you. I think that this will probably be quite a lot of work to implement...
Okay, the problem is that I'm having a quite a bit of difficultly with the customers. For one, every customer is random and they'd all want something different and they all supposed to come within a certain amount of time (2 to 5 minutes). You'd need to give them item they want within 10-15 seconds or else they get impatient and leave. When you give them the item they want, they will leave giving you a tip, exp, and other things.

Another thing is that the manager is supposed to pay you for every customer you served. Ex. You served 12 customers today, 6 of them wanted cake which is $5, 4 of the wanted cookies which $3, and 2 of them wanted ice cream which is a dollar. all together that would be 44$ and that's who much the manager will pay you.

Lastly this is event is supposed to occur every afternoon, every time you enter the café. But of course there will be different dialogue. Basically it's supposed to loop every time you come in.

Basically, something like this
 
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stevenblanc

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Is this your actual game? Or Is this a demo of what you would like your's to work like?

If your menu is only 5 items like that, you should be able to manage this pretty easily with a little variable management. You'd maybe need 2 per customer (1 to randomize time and 1 to randomize the order) and 1 global variable for total paid for the day.

The rest you could handle with a sequence of conditional loops. Assuming the above is not yours, just get it working with one customer and then go from there.
 

Calico_Bee

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Is this your actual game? Or Is this a demo of what you would like your's to work like?

If your menu is only 5 items like that, you should be able to manage this pretty easily with a little variable management. You'd maybe need 2 per customer (1 to randomize time and 1 to randomize the order) and 1 global variable for total paid for the day.

The rest you could handle with a sequence of conditional loops. Assuming the above is not yours, just get it working with one customer and then go from there.

The video is not mine I was using it as an example to give an idea of what I want in my game if that's what you meant. My game is still pretty bare-bones atm I'm just working out the UI and mechanics right now. Anyway maybe that could work? I'm trying to have it where it resets every time you come in.
 

stevenblanc

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The video is not mine I was using it as an example to give an idea of what I want in my game if that's what you meant. My game is still pretty bare-bones atm I'm just working out the UI and mechanics right now. Anyway maybe that could work? I'm trying to have it where it resets every time you come in.
So it would take some toying around to get this all done. But getting it to reset on entry would be as simple as having a switch flick off on the transition into the restaurant map. A "Game Start" switch if you like. You can then turn this back on in the conversation with your boss, or whatever other event you have that starts your shift.

Start by building out your counter event where you select the item you are carrying, you can start simply with a "Show Choice" which you can use to modify a variable. Later on you can use sprite changes and so forth to give you a more visual appearance. You will also want to change another switch on to represent carrying something. A "Holding Item" switch. The variable from the show choice will determine what you're holding.

Your NPC Guest event will need a couple pages, you will have to play with this, but your first page will likely have no conditions but use a randomized timer to set a switch and a variable for the NPC Event similar to your carry event. You will need one switch and one variable per NPC. The switch will be "Has Demand" and the variable will be which item the NPC wants.

The second page of your NPC Guest events you can set the page condition to "NPC Has Need" and use this for the interaction if the player doesnt have an item.

The third page of your NPC Guest events you can set the page conditions to "Holding Item" and "NPC Has Need" and then do a conditional branch to check to see if the NPC's need matches the "Holding Item".

This should get you most of the way there for a basic version. You might want to do some of this outside of the individual NPC events so that you can use the NPC event with timers for impatience and failing to provide the item in time.

You will also need an event at the counter to dispose of the item you are carrying. Which would basically turn off the is carrying switch.
 

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