Gw Temp

Menu

Tutorial - 'Item Combiner Tutorial' by Guest

An item about RPGMaker 2000 posted on

Blurb

Another tutorial by GazzaUnreal, this time showing you the steps that you need to make a Final Fantasy styled "Mix" item.

Body

Item Combiner Tutorial
By GazzaUnreal
----------------------

Hello!
GazzaUnreal here, in this tutorial I'm gonna show you how to make an "item combiner" (a.k.a. "Mix") which your characters can use to make more potent medicines, or other objects if you so wish...

For this tutorial it's better if you understand common events and fork conditions quite a bit, as we will use a LOT of them! Let's go!

(NOTE : all fork options have else cases here)

* = My comments

Step 1
------
Firstly, make an item called "Item Combiner", or whatever, and make it a switch and the number of times to use it limitless. Make it turn on the switch "item combiner". Oh! and it's only available in the field! Then make the items you wish to create by combining other items. For this tutorial we will be making Super Potion + Super Ether, so make them do 3 times as much healing as Potion + Ether (otherwise whats the point, you could just buy 2 potions!!)

Step 2
------
Go into the common events menu in your database, and make a common event called item combiner, it's a parallel process with the appearance condition switch as "item combiner" (the one you made earlier)

Step 3
------
In the commands bit put the following (I will only be using 2 items for this tutorial) :

(I know it may look complicated, but it's very simple)

<>msg:What item would you like to combine?
<>Show choice:Potion + Potion = Super Potion/Ether + Ether = Super Ether
:[Potion + Potion = Super Potion]Case
<>FORK Optn:potion item got *CHECKS IF THE PLAYER HAS A POTION, IF SO DO THIS :*
<>Add/Remove item:potion -> 1 decr *REMOVES A POTION FROM INVENTORY*
<>FORK Optn:potion item got
<>Add/Remove item:potion -> 1 decr
<>Add/Remove item:super potion -> 1 incr *ADDS THE "COMBINED" ITEM TO INVENTORY*
<>Play SE:Success2
<>msg:RECEIVED SUPER POTION!
<>Change Switch:[####:item combiner]-OFF set *MUST DO THIS, OR THE EVENT WILL LOOP FOREVER*
<>
:ELSE case
<>Play SE:Failure1
<>msg:FAILED, ITEMS NOT COMBINED
<>Add/Remove item:potion -> i incr *YOU ALREADY HAD A POTION REMOVED, BUT IT FAILED, SO YOU GET IT BACK!*
<>Change Switch:[####:item combiner]-OFF set
<>
:END case
<>
:ELSE case
<>Play SE:Failure1
<>msg:FAILED, ITEMS NOT COMBINED
<>Change Switch:[####:item combiner]-OFF set
<>
:END case
<>
:[Ether + Ether = Super Ether]Case
<>FORK Optn:ether item got
<>Add/Remove item:ether -> 1 decr
<>FORK Optn:ether item got
<>Add/Remove item:ether -> 1 decr
<>Add/Remove item:super super ether -> 1 incr
<>Play SE:Success2
<>msg:RECEIVED SUPER ETHER!
<>Change Switch:[####:item combiner]-OFF set
<>
:ELSE case
<>Play SE:Failure1
<>msg:FAILED, ITEMS NOT COMBINED
<>Add/Remove item:Ether -> i incr
<>Change Switch:[####:item combiner]-OFF set
<>
:END case
<>
:ELSE case
<>Play SE:Failure1
<>msg:FAILED, ITEMS NOT COMBINED
<>Change Switch:[####:item combiner]-OFF set
<>
:END case


Yes, the code for super ether, and any other items you wish to combine, is basically the same. But pay attention to the ELSE case's, as they make sure any items that have been removed are replaced if the combining "fails".

-Any bugs, or something I've missed out, e-mail me : "GazzaUnreal@Hotmail.com"

http://www.geocities.com/gajitasgenerators