Using an item on an Event

Iliketea

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Hi everyone!

Yes I DO know that a feature like that exists by default in the RPG maker. But not 100% how I want it.

I would like a plugin that does the following:

  • Call the WHOLE item menu, not just key item or general item or so on.
  • Restrict some items from being used ( eg quest items, items that the event does not want)
  • Once the item was chosen , decrease the item . So if I give the kitty any kind of fish, it automatically gets subtracted from all the fish I have.
  • Have different reactions depending on what item you used.

So like I said, you theoretical could do this with out a plugin.

BUT that would be a hassle to do.

You would need to make a conditional branch for each and every item you have to check if that is the item that was used and then decease the amount of it... 

And I mean, I didn't really start making the game, just maps and some basic items, and I already have 200 something items! If I had to to that for EVERY item.... OH GOD.

So please help my lazy self ><
 

md1014

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Oh, yes. This would be very helpful. 
 

Moogle_X

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So, about the WHOLE item menu part. So you want it to be 100% exactly similar to the Item scene in your main menu?

The one that contains the usual "Item", "Weapon", "Armor", "Key Items" category, right?

And the difference with this menu and the "real" Item menu:

1. The item list has different "rule" that decide which item is "grey out" (disabled) or "not grey out" (enabled).

2. In the event page, you make some sort of list of which items are enabled before calling the "custom" item menu.

3. Based on the choice that was picked in this menu, you will then write your own conditional branch that decide how the event response.

4. Also, the item total will be subtracted by 1.

I was thinking on linking the choice made to certain in-game variable, for example:

In the event, the list of allowed items are Apple (id = 28), Fish (id = 35), and Cake (id = 50).

Out of every items you have, only 3 of them are allowed to be chosen for this event.

After the menu is called, one of the items will be picked, an in-game variable will automatically change to item id.

If apple is chosen, the variable value will be changed to 28.

And then you can simply make your own list of conditionals in the event page by comparing the value of this variable.

Not sure if this approach is "convenient" enough or still time consuming.

I guess if the allowed items list is huge, you still end up need to write huge list of conditionals (which is time consuming). :p

What's your opinion about this? Any better idea?
 

Iliketea

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OMG that would absolutely awesome!

It seems as if you, dear sir, are the guardian angle of all my plugin wishes! 
 

Moogle_X

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The plugin is finished! :D

Hopefully the result is... satisfactory.

I hope you don't mind using a Script Call instead of usual notetags.

Basically, in the event page, you make a list of all allowed items before you call/open the custom item menu.

The item menu will use the item list to enable/disable items in your inventory list.

After you choose one of the allowed items, the item will be subtracted by 1.

Two of in-game variables will be changed to reflect the chosen item's category and id.

This is the example event page.





This is how the custom item menu will look like. The menu will look 100% similar to your item menu.

It should be compatible with any menu modification plugins (hopefully). >_>

Notice, some items are grey out while others are enabled.

One thing to note if you use Yanfly's Item Core.

This plugin doesn't "work" on weapons and armors category IF you turn on the independent weapon/armor setting.

This plugin will work just fine if you disallow independent weapon/armor.

Item category is unaffected no matter your setting.

Please read the Help file for more detailed information about the plugin. B)

Moogle_X_GiveItemOnEvent.rar
 

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Iliketea

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I love you so much, I cant put it into words!
 
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