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> Multi-Use Items, And troubleshooting their use
kroTcHmasTeR2000
post Dec 11 2012, 02:01 AM
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Essentially what I'm looking for is a way to create a non-consumable item that can be used once per battle. This is akin to the "repeat items" found in Legend of Dragoon (if anyone else is familiar with the game).

I've tried at this a few separate times using common events, but ended up frustrated as it will take at least two per item that I wish to create. I originally had one event, called upon when the item was used, that triggered the "no-longer-usable-in-this-battle" effect. Then I created another that would be triggered upon exiting battle, which would re-enable the item to be used in the next battle. Sadly, it was a very ineffective method for creating what I wanted, and would take too much time and did not work the way I intended it to.

Perhaps there is a simple script that exists, or a simple edit someone may have that will help to quickly and effectively create this type of item? Ideally, the item would be either removed from the inventory or grayed out (indicating that it is indeed unusable anymore) after being used in battle, and then this effect would dissolve at the end of the battle. Any help, as always, is greatly appreciated.


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kroTcHmasTeR2000
post Dec 11 2012, 02:06 AM
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Crap. I accidentally posted this in the wrong forum. Guess that's what you get for posting at 4 in the morning. My apologies to the moderators.

However it does raise an interesting thought. If there is a solution involving edits or eventing that exists for RMVX, theoretically it could exist for VXAce as well.


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Jonnie19
post Dec 11 2012, 07:29 AM
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If you accidentally post in the wrong forum. Then you can report your post, instead of double posting. There are quite a few differences between VX and Ace. Hence why it's better to keep them separate. Moved to the correct forum smile.gif


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Shaddow
post Dec 11 2012, 10:04 AM
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This request interests me, I'll take a look at it for you and see if I can find you a simple solution.

Edit: I found a solution for you, using common events. The problem with this is, it can require quite a few common events depending on how many reusable items you have.

First you will need to create a common event and link this to the item, you will need to make one of these for each item.



As you can see it is rather simple, but having multiple of these can be hard to keep track of. The next part you will need to do is make a second common event, this one will be triggered on each map that you can get in fights with.



You only ever need one of these events, you can simply add a check and a variable adjustment to this event for each item.

This would be a lot simpler with a script, and of course with common events I can't grey out an item for use, just remove it, but this should still have the effect you are looking for, I hope.


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bulmabriefs144
post Dec 11 2012, 08:24 PM
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Make a duplicate item that can be used by nobody. Replace it upon use, and it will grey out, like you want. At turn 0x of every battle, along with all other starting events, replace it again.


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Shaddow
post Dec 11 2012, 08:34 PM
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Smart, can't believe I didn't think of that, nice catch.


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kroTcHmasTeR2000
post Dec 11 2012, 09:13 PM
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QUOTE (bulmabriefs144 @ Dec 11 2012, 10:24 PM) *
Make a duplicate item that can be used by nobody. Replace it upon use, and it will grey out, like you want. At turn 0x of every battle, along with all other starting events, replace it again.


I believe this will work! Although it will require some minor eventing, but certainly much easier to keep track of than making tons and tons of common events. Thank you both for your assistance.


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