Puzzle - How to make limit inventory & items to smash objects

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Started by Beruskyfan 11 posts View original ↗
  1. Hello to every users.  I'm totally beginner.

    I don't know how to make in rpg maker vx ace limit inventory and items to smash objects such as pickaxes etc. and keys to open doors (different color key for each character and normal color key for all character). Gathering all  normal keys opens the door to the next level.

    Does anyone knows how to do it?, I will be grateful for hints or tutorial.

    Greetings to all

    These things which I have described above included  Sokoban variant (Berusky I) - free game http://anakreon.cz/?q=node/1- or Berusky II (Bug's Escape 3d) This is my favorite variant of Sokoban.For this Sokoban solver:http://sokoban-jd.bl...n-variants.html it is also the best variant of Sokoban.

    one level - Berusky:






    P.S. My first language it's not English - so sorry for mistakes
  2. Unless I'm extremely mistaken, you can do all of this through triggers and perhaps variables. It might do you good to read the tutorial for beginners. I'll look for the link myself for you but ya.
  3. just make a second event page for the items you want smashed that's blank or that has rubble or something that's triggered by the use of the item
  4. Heres the beginner tutorial:

    http://forums.rpgmakerweb.com/index.php?/topic/14727-a-starting-point-for-new-users-v08/

    Here is a list of tutorials that could be helpful (Please read the beginner ones first, for better understanding.).

    http://forums.rpgmakerweb.com/index.php?/topic/28939-a-list-of-rmvx-ace-tutorials/

    But all you do is check to see if an item is in your inventory (for pickaxe to mine im guessing), or you can just set a trigger to on if a pickaxe is in the inventory.
  5. Thank You very much :)
  6. Limit inventory you mean the maximum capacity? Like example if max capacity is 150, then after have 50 Potion, 50 HiPotion, 50 Elixir, then you can't acquire anymore item? If yes, you need script, I believe there are a bunch of script like this out there, but I never use system like this, so I don't know exact script.

    For the key, color and door, you need to learn about eventing, switch and variables, same goes with the pickaxe destroying stone.
  7. ok BoluBolu. Play on Berusky I (first link) then you will see what I meant. Ladybug can take only 6 items. for exemple: 4 pickaxes and 2 keys. On board we have 4 ladybugs with different colors - for them are also the keys of different colors.

    look on this user https://www.youtube.com/watch?v=9-LG4-3-mlM      If ladybug has a pickaxe in your inventory automatically when pushes the rock is crushed by pickaxe (and the doors are opens when we have keys). Ladybug can't throw objects from inventory - it must smash  the rock or open the door, then  has a free space in inventory.

     

    In my game I wanted to use a similar mechanic-also teleports lasers, pushing boxes. That's All


     
  8. OI have watched the video, hmm..

    Before we go to the smashing rock and opening door, this is what we want to know:

    We need to know in your game(not the berusky) you want some mechanism like that right? But the differences are, in berusky we can switch between character(between ladybug), now in your game, do you want it like that? Have 4 actor, that each of them have their limited inventory, and can switch between each other? Or you just simply 1 actor that act like lady bug? If the former, that's a little complicated, I doubt it can be achieved by ease(it utilize change actor command and we need to keep track of each actor inventory, which mean need a script that utilize different inventory for each actor), it's not easy, right now I haven't figured out how the good way to implement it, but if the later(you just use 1 actor/ladybug) it's not really hard.

    So what is your decision? For teleporting, there's always transfer command in event command, so it's not really complicated.
  9. I think I will choose one actor and one inventory - will be easier.

    There's even a similar game made in RPG Maker: "Chip's Chalange" but has secured files "Game.rgss3a"
  10. So it's for one actor, then I suppose we need to create a special inventory, just for this puzzle right? And that inventory capacity should have a limit, am I right?
    Actually if I'm not wrong, (sorry if wrong). This can be done with eventing.

    First you need to create a variables and name it Special Inventory, and set it to 0.

    Second just create conditional branch in Pick Axe and Key, like this

    For Pick Axe event

    if Variables Special Inventory < 6

      show text : "You picked up a Pick Axe"

      change item : add 1 Pick Axe

      control Variables Special Inventory += 1

     else

      show_text : "You can't pick anymore Pick Axe"

    end

    Same goes to Key event

    if Variables Special Inventory < 6

      show text : "You picked up a Key"

      change item : add 1 Pick Axe Key

      control Variables: Special Inventory += 1

     else

      show_text : "You can't pick anymore Key"

    end

    Now for destroying Rock or Door, when the Pick Axe or Key is used, just decrease the value of Variable Special Inventory by 1.

    Hopefully you know what I mean, if not, just ask.
  11. Wow. Thanks