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PostPosted: February 16th, 2009, 8:38 am 
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A while back a discussion was brought up whether it was possible to check whether a player had an item equipped. I brought up that it was possible by using the page condition that checks whether the player has an item, but it was proven false because the condition checked both in the inventory and items equipped. This baffled me, because I could have sworn I had figured out how to get it to work before.

Well, it turns out, I did. I just forgot a crucial detail. Checking whether the player has an item equipped requires two events. Or one with multiple pages, if you're trying to be fancy with something.

Event #1
The first event the player interacts with removes the item in question from the player's inventory. If the item is equipped, it doesn't get removed.

Event #2
This event checks if the player has the item. If the item is missing, it means the player didn't equip it, so the item is given back and the player is forced back to try equipping it again.

That's it! That's all it takes! I don't know how I forgot, it's so simple! And now, if you excuse me, I'm going to go hit myself for being stupid.

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PostPosted: February 16th, 2009, 9:58 am 
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Ah! That's... so simple!
And I guess the opposite would work too, if you want to remove a weapon to replace it with another one (Which is sort of what *I* really wanted in my game)

Event #1
Remove desired weapon, if it's equipped, you won't lose it

Event #2
If you don't have the desired weapon, you'd get the new one as replacement. If you still have it, it means you didn't unequip it, forcing you to remove it if you want the new weapon.


I'm going to hit myself too...

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PostPosted: February 16th, 2009, 11:24 am 
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How many years has RM1 been out and we are STILL finding tweaks and mods for it? Awesome stuff, Dray.

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PostPosted: February 16th, 2009, 8:26 pm 
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Epic victory, Dray! :D

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PostPosted: February 16th, 2009, 8:57 pm 
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man, nice find!


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PostPosted: February 17th, 2009, 10:48 pm 
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neat, there is all kinds of uses for stuff like this. the only catch is you have to have only one of the items in question given.

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PostPosted: February 18th, 2009, 12:10 am 
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Or force equipment one party member at a time.

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PostPosted: March 7th, 2009, 2:15 am 
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Location: Out there. In that place. You know, with the "thing"
Or under conditions set line to "Has Item" (the game then asks you to specify) This works even if the item is equiped, be cause the game will check that characters gross inventory.

Conversley, you could make a specific nonusable item a "key" type item. You'd then set pace one to activate as normal, but page two activate only with the key item on your person. This is how you make basic "fetch it" Quests, while saving on switches.

Page 1
"hey hows it going! I lost my thing! Find it?"
(yes/no) Yes -> Great! see you when you get back
(set switch 001 "on")
No-> Oh, ok. Mabey some other time

Page 2
Activates only when swtich "001" is "ON"
"Do you have my thing"
(yes/no) Yes-> What!? Where is it!? Oh, you were only joking"
No->Oh, ok. Well hurry back when you do!

Page 3
(Activates when the Item is obtained)
"do you have my thing"
(yes/no) Yes-> OH HAPPY DAY! I HAVE MY THING BACK!
(remove item "Thing")
No-> Oh, ok. well hurry back when you do!

How is that so hard?

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PostPosted: March 7th, 2009, 7:03 am 
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you cant force an item to be equipped, only force to remove it. if you want the player to have a certain weapon equipped and not just in their inventory slot then you have to use the coding dray mentioned. if i wanted the player to be unable to go forward unless they had like a special sword equipped, then that is where id use drays code. anything else just checks to see they have an item, not weather its equipped or not.

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PostPosted: March 8th, 2009, 4:36 pm 
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Location: Out there. In that place. You know, with the "thing"
* rereads.*

Ah! I see the subtle difference now. I must admit, I had been wondering that myself, as I kind of wanted a bit in VIKINGMAN! to require the use of "winter clothing" (that needed to be bought). I had given up on the idea, because A) It was a niggling bit, and B) I couldn't think of the coding for that to work.

RM1, will your versatility have no end? :D
(hopes not)

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PostPosted: March 10th, 2009, 2:59 am 
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Well, you still can't do FMVs. :P

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PostPosted: March 13th, 2009, 12:53 pm 
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Location: Out there. In that place. You know, with the "thing"
I think they almost wanted to do that if you look at the anime maker utils. You can make short animations like you could with a thing called a videopainter or mario paint.
I think ACSII kind of gave up on it because of the limitations of the platforms storage capacity.

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PostPosted: March 14th, 2009, 8:23 am 
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I hadn't thought of Animé Maker's "demo" mode as being a partly dropped feature. But yeah, it's the only logical reason they'd include it.

I suppose, if you didn't mind not using the title screen feature for a title screen, you could use it as a still shot in the middle of a cutscene. Only real disadvantage to that is the music always restarts when the title screen is used, even if the songs playing are the same song. That, and title screens are memory card block hogs.

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PostPosted: March 18th, 2009, 2:30 am 
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Well, Anime Maker is a memory block hog. Seriously, 1 whole block for ONE (maybe) 2 kb sprite?

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PostPosted: March 18th, 2009, 9:15 am 
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Yeah, if the demo mode's sprite sheet sizes are any indication, they could've probably did like RPG Maker VX and allowed several characters to be grouped into the same sprite sheet.

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