Cat & Dog spoiled food script request

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Started by Caitlin 5 posts View original ↗
  1. I am in the middle of creating a survival system for my game, Cat & Dog Gaiden, which means you will have to hunt, search for food.  The better the food, the less likely you are to get sick and the easier the game will be for you.

    problem: I'd like to add a way for food to spoil, which means it will turn into another type of food altogether.

    Excellent meat, after awhile turns into good meat, then, decent meat, bad meat, until you have rotten meat. 

    I, also, have fish, too.  I am not sure that this is possible or how it would be done.

    The scripts I am using

    BRAVO2KILO hungry/thirst/sleep system

    Z-ON simple horror menu

    Shaz extend timer function

    I would love it I could add this feature to my game, just a bit more challenge and danger to the game.
  2. =o.o= -{Bump, please)
  3. Is the spoiling of food to happen on the map itself, while waiting for you to collect it? Or after you collect it and it's in inventory for a certain length of time before being used? My extended timers script, which you're already using, would let you do that if you just want to affect events on the map.


    I had thought about something very similar for my own game, which I decided not to go with, but had spent some time considering how such a thing would be implemented.
  4. I was considering after you had gathered it, so it would be in menu.  But because I had a chance at illnesses, like sick, food poisoning and dysentry, I would need for those things to actually be the item, so when you used them... But I am wondering if it would have to be like this...

    Food list

    1.

    Name:  Rotten food

    Icon: \i[random #]

    Effect: % of fullness

    Status: % of becoming [whatever status]

    Always add 1

    I suppose ... I do not know what can be done as I do not know how to script. But I think D&D games had something like it, but I could be wrong.
  5. The way I planned to make mine work is that you'd have all the possible variations of the item defined in your Items database. Then you'd use note tags to indicate how long it would take for each one to "spoil", and after it did, the id of the item that it would become.


    So you would have "raw fish" and "rotten fish" both as items in the database, and against "raw fish", you'd have something to say it would change to item "rotten fish" (using the id though) in 30 minutes. Then the script would handle everything else.