Purple Phantom 453 Posted May 2, 2017 Okay, so, I need a common event to activate when an item enters the inventory, but I'm not entirely sure how to do that. So, uhm... How do I do that? Share this post Link to post Share on other sites
Lord Vectra 414 Posted May 2, 2017 You can check if item is in inventory. Go to condition branch, go to the 4th tab, go to item, pick the item. Or weapons or armor depending on what ur looking for. Hope this helps. 1 Share this post Link to post Share on other sites
Shiggy 630 Posted May 2, 2017 I'm curious about the context.Usually you know when an item is entering inventory because you are using an event to give it to the player. 1 Share this post Link to post Share on other sites
Ragnos 122 Posted May 2, 2017 You could do what Vectra said, and check to see of the item is currently in the player inventory, or in the event when you get the said item you can add in what you want in the same event after you give the item to the player. Staff of Nazarik += 1 Text: The staff that you have found resonates with a overwhelming power. The power seems to effect your mind in an odd way. Or are you wanting the item to effect the player over time for as long as the player has it in the inventory? 1 Share this post Link to post Share on other sites
Purple Phantom 453 Posted May 2, 2017 Alrighty. -cracks knuckles- What I'm doing is having two ordinary items be combined into a Key Item. This Key Item, when in the inventory, will begin to trigger conversation between the two characters in the game so as to help set the scene for the second half of the game. I have most of it figured out. A variable attached to which conversation occurs, a conditional branch check for if the item is in the inventory (although, you can't leave the area it's in unless you have it, because it's just that important), but I'm not sure how to check for this without putting an event in literally every map (which, from my understanding, would cause insane lag). Share this post Link to post Share on other sites
Lord Vectra 414 Posted May 2, 2017 Use a parallel process common event. For example [Conditional branches, variables, convo, and apl that jazx goes here] Turn switch X off Make switch x the conditional trigger for the common event. 1 Share this post Link to post Share on other sites
lonequeso 1,921 Posted May 2, 2017 (edited) The best work around would be instead checking for the key item, make a common event on both items that are combined. Make it so they can used from the menu. Turn consume OFF so the player can't accident;y use it and lose it. Item A checks if item B is in the inventory and vice versa. If so, run all the dialogue and other stuff. The common events will be identical except for which item it checks for. Another way is to make a Parallel Process Common event. It would constantly check if both items are in the inventory. Add a wait command so it doesn't process every single frame. 60 frames will make it check once per second. That will make things easier on the processor. If both items are in the inventory, you can create conversation and have the characters combine the items then. Either way will work fine. It just depends on how you want the events to flow. For leaving the region, just add a conditional branch to the transfer events (or any teleport skill) checking if the Key Item is in the inventory. If its is, the player transfers. If not, the game deletes their save file and crashes. Edited May 2, 2017 by lonequeso 1 Share this post Link to post Share on other sites
Shiggy 630 Posted May 3, 2017 How are the two items combined? 1 Share this post Link to post Share on other sites
Ragnos 122 Posted May 3, 2017 (edited) How are the two items combined? Adding to what Shiggy said. Do they just come together once in proximity? Edited May 3, 2017 by Ragnos 1 Share this post Link to post Share on other sites
Purple Phantom 453 Posted May 3, 2017 I'm using Vlue's Basic Recipe Crafting script. The player has to do that on their own. (I give more than enough hints, don't worry. :3) Share this post Link to post Share on other sites
lonequeso 1,921 Posted May 3, 2017 (edited) In that case, all you need is a common event that checks if the Key Item is in the inventory. I haven't used that script, but it should do all the items combining commands for you, right? Just add a wait command in the common event for it doesn't run every single frame and you'll be fine. Edited May 3, 2017 by lonequeso 1 Share this post Link to post Share on other sites
roninator2 257 Posted May 4, 2017 I would probably use a parallel event to check for the item in inventory in the map where you would have had to have made it before being able to leave, then turn switch x on and that's it. You could also just do a event that does the conditional branch check for the item at a location which the player has to walk by to get out of the map (unless you can teleport). The player walks over the event and checks are done then switch is turned on. Costs nothing in lag. If you have multiple ways to get out then put multiple checks. If that's the case then you can also set each event to go to a blank tab for the switch that you turn on. 1 Share this post Link to post Share on other sites