Noob here.
I have started using hidden items as a condition for certain things instead of using switches. Any downside to this vs switches?
For example, I have a scene where after eating at a tavern, a hidden Item A is created called tavern receipt, but is never shown to the player. Possession of the item is the conditional that triggers the next scenes after the tavern meal.
I was thinking this would be useful to use less switches, since we have a limited number of those.
Just wanting to know since I am at the beginning of my game, and would like to know any disadvantage to this technique before using it a lot.
Thanks.
Using hidden items as a condition for quests. Any downside?
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I was thinking this would be useful to use less switches, since we have a limited number of those.
Errr... what you do mean?
Select Control Switches
Click on Switch selector.
Now instead of choosing a switch, click on Change Maximum.
Set it to 5000.
Will you ever need more? -
You know you can increase the number of switches and variables right?
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Thanks so much! For some reason, I read it went just to a few hundred! Great to know!Errr... what you do mean?
Select Control Switches
Click on Switch selector.
Now instead of choosing a switch, click on Change Maximum.
Set it to 5000.
Will you ever need more? -
Is your true question answered? :)
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You "technically" have a limited number of switches, but you also have a limited number of spaces for items. But instead of either of those, you can use "self switches" instead. Those don't count as regular switches, so you'll never really run out of them (except within an event, bc you can only have I think six self switches per event).
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Back to the original question:
Yes, there is a potential problem - but it depends on what else you need and do in your game.
It's about the event command "select item" - here you can choose between regular, key, hidden A and hidden B.
The two options "hidden A" and "hidden B" can be used here as well, but only if you aren't using them for quest keys.
So you have two optional uses for hidden items in eventing, allowing you to have two sorting mechanisms here.
Using hidden items as quest triggers has no problems if you don't need that sorting option during eventing.
It has problems if you already need both hidden options for other functions.
Possible uses are:
- teleport target item, use select item on an teleport event to be able to teleport only to places the player has visited (and gained the hidden item from)
- alternate menu: create one hidden item each for every menu option you want to event through while the regular menu is disabled
- give hidden items to have events react differently to the player. this can not only be the quest variant, it could also be mood, affiliation to NPC guilds or whatever.
Since you have only two "hidden" item classes, you can't do everything with that option and need to decide what you want to do with hidden items and the select item command and what you're using switches for. -
Besides, I think the max number of switches you can set them to is like 10k isn't it? That's plenty, especially if you also use self-switches, which are limited to 4 (A-D), although I think Yanfly's Self-Switches & Variables Plugin can expand the 10k limit even further, maybe.