So I've been working through my first game and I'm... puzzled. I've tried a few different things but I'm honestly just unable to come up with how to have an item have several uses when varied by region. For instance. If there is a region painted 1, you get a deep ping. Region painted 2, higher ping. This goes all the way to a region painted 5 at which you get the highest ping possible. For now, that's all I want to accomplish, and I'm not sure if it's possible or if I'm just ignorant to the ways of RPG Maker beyond this point.
Multipurpose Item By Region
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This is easy if you use a Region code script.So I've been working through my first game and I'm... puzzled. I've tried a few different things but I'm honestly just unable to come up with how to have an item have several uses when varied by region. For instance. If there is a region painted 1, you get a deep ping. Region painted 2, higher ping. This goes all the way to a region painted 5 at which you get the highest ping possible. For now, that's all I want to accomplish, and I'm not sure if it's possible or if I'm just ignorant to the ways of RPG Maker beyond this point.
Such enables regions to call common events when you walk onto them.
In the common event, you want to turn on a switch(when you leave the region, you'll want to turn off a switch for the other region, while turning on a switch for the new region)
Then with the item's common event, you'll just need condition branches for each effect/region(aka switch). -
or set a variable to the region's value and put a conditional branch for each variable value?
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What is a "ping"? And what does it have to do with items?
Give the item a common event. In the common event, use Control Variables to put the current region id (Other > Game Data, I think) into a variable. Then use a series of conditional branches to determine what to do based on what the variable is set to. -
Well it's functioning now. Just took some trial and error.
A 'ping' is like the ping on a sonar. The closer to an object the louder and more frequent the return sound is. Submarines launch these 'pings' to get an estimate of distance to an object. In my game you're hunting ghosts, so you'll have rooms where you'll be alerted to the presence of a potential supernormal entity in the room. You use the Q button to 'ping' the room. As you move closer to the ghost (technically speaking, as you pass from regions farther away from the target object to regions closer to it) the 'ping' changes in sound from a very low tone to a very high one as you hit Q.
The point is that as an audio cue it lets you know as you're closing in on your target. This will get more complicated as I expand the size of rooms or vary up regions. Pings may eventually lead to secret passages further into the haunted locations you're exploring. I changed the system so that you have a key item permanently in your invetory, "The Spook Scanner". It's now only enabled in particular parts of the haunted houses you explore. When you enter the room a low 'ping' will announce this is an 'exploration area' where you should be using your pings to track the ghost. -
Cool.
If you won't use the dash, you could make the "ping" be activated by it's button instead of always having to enter the menu too -
Yes! I have it set to condition variable "push button" now so you don't have to go to menu (since you'll be using it so often)
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All sorted out, then? Or do you still need help with some aspect(s)?