Jump to content

TekZappa

Member
  • Content Count

    18
  • Joined

  • Last visited

Community Reputation

0

About TekZappa

  • Rank
    Member
  • Birthday 01/09/1990

Profile Information

  • Gender
    Male
  • Location
    Portugal

RPG Maker Information

  • RM Skill -
    Game Developer

Recent Profile Visitors

1,099 profile views
  1. I will try to be more specific, i want a note tag on an tool that would assign a variable to display a bar like this on the toolbar. I already have the variable and everything, just need the note tag. Instead of these graphic bar it could be a percentage or a number. I know i might sound a bit confusing but inglish is not my main language, im portuguese.
  2. Are you saying to use the tool as a consumable item? in that case i would have to give the player for example 20 pickaxes ? in order to have 20 uses. That might be a simple concept but i dont think it would work with my setup, can you imagine a player getting 20 pickaxes on the Item Pop up, or crafting a pickaxe and showing 20. A variable display on toolbar would be good. I just wanted to add this cause my game is all about farming/fishing/mining/hunting etc and all tools are upgradable (+ uses). Ps: Im very new to Rpg maker and regarding to code just a bit of java. I really need to learn this script stuff to stop annoying you all with my stuff
  3. I already have a setup for the wear of the tool, everytime the tool gets used i call a common event that adds 1 to a variable and then when the variable reaches lets say, 20 it removes the tool from your inventory. I also have a \v[x] Thing on the tool description to check the amount of uses that the tool still have, but i would like to see it on the toolbar instead of checking the menu every time. I've test it and it is possible to assign an Item Cost for a tool, but this means that i would need an item on the inventory that does nothing to the people playing game.
  4. Hello, in my game all my tools are assigned with variables to track the amount of uses of that tool. I was just wondering if i could use the Item Cost tag into those variables,maybe trought the Item Effects tab calling a common event, and that way i could see the amount of uses left in the toolbar. Would this work? are there other solution?
  5. Thanks you so much, i love you!! (no homo) Everything works perfect now.
  6. Thank you for your reply, i've tried everything, noone of this scripts have any script call that i can use to prevent that from happening. A simple modification to the skillbar that removes the item when it reaches 0 would be enough, but i'm not brave enought to do it by myself hehe Instead of using skillbar i can use the Item menu itself to plant the seeds but its very time consuming.(thats why we like Toolbars).
  7. I made a Demo https://www.dropbox.com/s/1d37v396ffyh7av/Project1.exe?dl=0 Just put the Potato Seed on the skillbar and use it to plant. Note that when the seed reaches zero it keeps planting. Help me please, im stuck on this one.
  8. For me it keeps using it, i will explain my setup. I have a food item that when consumed call a common event in the "effects" section. that common event its just a variable to control Hunger. I have the same problem with another item, a crop Seed, this time using the Script Garden System by Eshra. If i use the item trought the Menu everything works fine, but if i use the seed in the toolbar it keeps calling the event even when seed is zero. If there was a way of removing the item on skillbar when it reaches zero everything would work fine... I think this should be implemented on the script because there isnt much use for an item with zero uses on the tollbar.
  9. I have a Food item that i use on the skillbar, the problem is when the item reaches zero i am still able to eat it. How can i fix it? Is there an option to remove item from skillbar?
  10. TekZappa

    Farming/Gardening

    Hello can anyone tell me where i can use a conditional branch to check if the player has seeds in inventory? Im using Pearl ABS Toolbar, and if the seed reaches Zero on the toolbar i can still plant.
  11. Hi , i'm working on a farming system and i figure out a way of placing events when consuming items from menu. It does not create a new event, it just teleport a preexisting event on the map to the player location. With this system i can plant my seeds anywhere i want instead of using specific tiles. The problem isthat i can place an event on top of another event,( i didnt even knew that it was possible) it act weird, you can see both textures and you can trigger on at a time. I need to know if there is any option to NOT being able to place an event on top of another and i also wanted to know if using too many events on a single map would cause performance issues. Thanks you I can upload any screenshots if needed.
  12. TekZappa

    Cut and Respawn Trees Problem

    I figure it out, i didnt knew that we could use Self Switches on Common Events. In case someone want to know how to do it PM me.
  13. Hi i made a simple system to cut trees and waiting for them to reapawn using events and Self Switches and it works fine. The problem is that if i use self switches the trees will only respawn if player is in current map. To solve that i made a Common Event and for that i had to use Control Switches instead. The problem is that everytyme i chop a tree, every tree on the map gets Cutted down. Do i need different control switches to every tree?
  14. TekZappa

    Item/Tool Metadata

    PERFECT! Thanks you so much
  15. TekZappa

    Possessor Boss battle theory

    I dont Understand what you are trying to say, do you need a door that only open if you kill the Boss on a certain amount of time?
×
Top ArrowTop Arrow Highlighted