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> [Eventing] Weapon Tester, How to add a NPC who will allow you to test weapons!
Michaelbrent
post Oct 15 2009, 07:28 AM
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I'm going to teach you how to add a Weapon Tester into your game. Before we start, if you want to see the Weapon Tester in action, there is a link to the demo at the bottom of this Topic, but make sure to view the screenshots as well, cause they explain alot. This is how he/she is going to function:

1. They will be positioned in a Weapon/Armor shop.
2. They will give you the option to try out 5 diffrent weapons.
3. Once you are done trying it out, you must return it.
4. We will be using the first 5 basic weapons: Club, Long Sword, Long Spear, Long Bow, and Leather Whip


Sounds easy right?
It will be, just follow along with the events as we go.
I will be providing all the events you need, all you have to do is add switches and change names (you will understand better once you see the event).

Step 1

First, were going to make an event page (obviously), and pick an appropriate graphic for our Weapon Tester.
After that's done, it should look like this:


Now I believe the only way to teach you, is to show you, so here is the text example of what the Event looks like on Page 1:



As you can see, i have my own switches. Your job now is to make them yourself, and to rewrite this event in your own liking (for future refrence, i've included a quick demo of which you can view all these scripts).
You need 6 switchs:
Return Weapon
Club TEST
Long Sword TEST
Long Spear TEST
Long Bow TEST
Leather Whip TEST


You can rename them whatever you like, as long as you have those switches, set up exactly like the ones in the picture.

Step 2

Now for the tedious part. Make a 2nd event page. This is what mine looks like. Take your time to look it over, and also know that you can copy the event from the demo I give you:

NOTE: For some reason, the image becomes really tiny when I post it on here, and it is to large of a file size (7.99MB) to attach to this post, so, I have hosted the picture on Mediafire, all you have to do is download it. If you don't trust Mediafire, then PM me and I'll send it to you through E-mail, or another way. Just open it up in paint, and you should be fine. It's an important part to the Weapon Tester Event.

http://www.mediafire.com/?wvz3rnemug0

Step 3

Now, you dont want your players walking away with the items! So, we have yet another event. This one is seperate from the Weapon Tester, so you'll have to make a new one. Here is how mine looks:




Now you have seen pictures of the Events, how about actually playtesting the event? I have included a link to the Weapon Tester demo, that way you can try it out before you go through all that work. Please leave any feedback or comments below! I hope at least one person will use this!


http://www.mediafire.com/download.php?gmjgujnkqmd

Take care!


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Locke
post Oct 15 2009, 07:32 AM
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Good tutorial i like the way you wrote and this tutorial will helps everbody

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Scriptless
post Oct 17 2009, 07:02 AM
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Nice tutorial and everything but why not make it simple and add a battle right after you selected the weapon to try out, this would make it much easier especially for beginners. What's the great advantage of doing it your way? Is it that you get to walk around with the weapon? O.o this is just my opinion.


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Michaelbrent
post Oct 17 2009, 07:29 PM
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QUOTE (Scriptless @ Oct 17 2009, 07:02 AM) *
Nice tutorial and everything but why not make it simple and add a battle right after you selected the weapon to try out, this would make it much easier especially for beginners. What's the great advantage of doing it your way? Is it that you get to walk around with the weapon? O.o this is just my opinion.


Idk, thats just how i made mine, but that's clever. Maybe ill change it up a bit.


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Otaku Son
post Oct 28 2009, 09:01 AM
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At first, I thought of Scriptless' idea. But then I realized what you were trying to do. Of course, throwing folks into battle after equipping the test item doesn't really give them a chance to examine the stats (unless you've got either YanFly's or KGC's shop extension scripts).

Here's a way to cut down on switches. You'll need only one switch: Weapon Test.

You'll need to make extra weapons, though. You'll make "test" versions for each weapon. Like "Test Long Sword," "Test Leather Whip," etc. These will be the items you change the equipment to.

Proceed with your original design, using the "Weapon Test" switch. Then when it comes time to return the item, don't even use conditional branches; just interest "Remove Test Long Sword," "Remove Test Leather Whip," etc. I think you can even script it to items in an array (like you've got the test weapons as weapons 21 through 26), and just put "Remove Weapons: 21 through 26."

Of course, if you do decide to just throw 'em into battle after equipping the test item, then that's up to you. Just all a matter of preference. I was just presenting a way to take your idea and cut down on the number of switches (especially because it seems all those switches, except for "Test Weapon," will never be used again).


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