Tsukihime

Identify Item

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Identify Item

-Tsukihime

 

identifyItem1.jpg

 

This script allows you to implement a system where items are not known

unless you identify them somehow.

 

identifyItem2.jpg

 

Unidentified items will appear as an unknown item, with an unknown name.

All references to these items will appear that way until they have been

identified.

 

Download

 

Script: Download here

 

Usage

 

Use the following note-tags to indicate how they can be identified.

 

<identify: event>

-item is identified through an event. This is just a reminder for you

 

<identify: use>

-item is identified on use.

 

<identify: equip>

-item is identified once it is equipped

 

You can explicitly identify items using script calls:

 

 

$game_party.identify_item(obj)
Where obj is an RPG inventory object (item, weapon, armor, etc)

Some convenience methods have been provided in the interpreter

 

    
identify_item(item_id))
identify_weapon(weapon_id)
identify_armor(armor_id)
identifyItem3.jpg

 

identifyItem4.jpg

 

You can specify how sort items are ordered in the item lists in the configuration. There are three sort options.

 

You can use the following script call to change the unknown sort type

 

 

$game_party.unknown_sort_type = x
The different types are described in the configuration Edited by Tsukihime
oriceles, brushfe and Borshay like this

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So you typed all of that out in a few hours? O. O still, great job. This script is perfect for what I need it for. Thanks!

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One suggestion: change the item sort so undentified list are always shown at the last position.

 

Some people, for organization sake, place items of the same type together on the database.

So people can figure out what expect form certain itens, based on their position on the menu

 

Like on the screen, i know the items between Magic Up and Luck Up are stat up items by simple deduction.

Edited by Victor Sant
Tsukihime likes this

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Erhm... Is there a way to make an item identify another item? like an identifier?

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Oh, I thought I've found a Ragnarok like Item Identification System. Anyway, can you somehow implement it?

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Eventually. I haven't figured out how exactly I would do it.

The usage would be like

 

1. choose "identification lens"

2. select item to identify

3. lose one lens, item is identified

 

But I will have to implement that logic into the scene.

Edited by Tsukihime

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So that was like, u put a method call on the "use_item" method somewhere. Then that called method will check if the item is tagged as an identifier then if it is, call the identify window scene, on that window will be the list of unidentified item then when an item was selected it will be identified and removed from the list then decrease the "Identification lens". How was that?

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I was thinking of just having you select another item so there is no need to create another window.

The help window would display something like "select an item to identify".

Edited by Tsukihime

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If you are creating an item that can identify it, it would be wise to also create a script call that calls on the same scene, in case people want to create an NPC that can Identify items for you. As I understand it now, it seems like you need to have specific calls to ID very specific items?

 

As a side note, I imagine there would be compatibility issues but the "Identifies on equip" function could cause all kinds of hell combined with a random item augment scrips and cursed equipment. That's like dark-souls punishing shit. 

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That sounds like a good idea.

I will implement the two as separate add-ons to the script, since using an item to identify your own things is usually different from going to an NPC that will specially identify stuff for you. Involving an NPC would require handling all sorts of conditions involving money, etc.

Edited by Tsukihime

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So the identifier NPC calls up a scene but the identifier item wont? Or both of them wont?

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So the identifier item, when use will call up a "targeting method" then instead of actors, it will be items that will be targeted but without calling up the default select target window?

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That would be the idea. It is like when you are changing actor formation: you select an item, and then select another item.

 

There are infinite ways to implement the idea I'm just going to go with one that looks interesting.

I will provide an implementation where a window is pulled up at some point so that others can customize it to suit their own needs.

Edited by Tsukihime

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Awesome! Can't wait for the result. You're the best! Erhm... One of the best I should say. XD

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