Crafting System Issues

● ARCHIVED · READ-ONLY
Started by ThatGuyFromThatPlace 4 posts View original ↗
  1. NOTE: this is a redo of a topic that went unanswered and was deemed "not informative" in regards to the topic title.

    I'm new to this game engine and I've already hit a snag that I seem to not be able to solve.

    You see, my problem is with using common events and skills together.  you see, I want to create an in-menu crafting system that involves skills for my game, but the issue is that whenever I attach my common event to my skill and use it, It boots me out of the game menu.

    the setup for the common event is simple.

    Conditional Branch: Bottle in Inventory

          >Change Items: Potion+1

          >Change Items: Bottle -1

    Else:

    (Left blank)

    I attached this common event to a skill for my actor to use.   whenever I use this skill, it works as a crafting thing, but it boots me out of the game menu.

    Now I tried inserting the Open Menu Screen command under the Scene Control group, but it doesn't gel very well as the player has to scroll down to the skill menu every time s/he want to craft another item, and I want this crafting system to be as effortless as simply using a skill.  I don't want to screw with the engine too much either, so I looked up something called a "Script Call", but frankly, I suck at coding (but that's something i wish to rectify).

    Is there a fix to this within the base game engine, using script calls or basic functions?  Because this is a game I wish to eventually sell, so using someone else's engine is not an option.

    if TL;DR look at the pretty picture I attached.

    TL;DR.jpg
  2. I replicated the event on my own, I see what you mean by being booted out of the menu. Obviously not helpful to you, but I currently don't see a work around for it if you're planning to stick with the Skill menu for crafting idea. I believe the reason you're taken out of the menu is due to the common event itself, as with all events (if I'm not mistaken) once the event is over, it will "Exit Event Processing" automatically as long as the event is not a Parallel Process or Autorun, it also seems to close menus.

    I would recommend either getting a crafting script or going about an evented crafting system in a different way. I haven't tried this at all but I think a crafting event based on the Key Item Processing system could work. I might be onto something...
  3. try looping the whole command.

    Like so: 

    Loop:

    Conditional Branch: Bottle in Inventory

          >Change Items: Potion+1

          >Change Items: Bottle -1

    Else:

    Break Loop

    :Repeat Above
  4. codycarol95, please refrain from necro-posting in a thread. Necro-posting is posting in a thread that has not had posting activity in over 30 days. You can review our forum rules here. Thank you.