Evented Bottle System
V 1.1
ContributorsTwilight27 - Fairy in a Bottle (v 1.1)
IntroductionThis basically allows you to have empty bottles in your game, like in some of the Legend of Zelda games.
What you need3 Common Events
2 Items (Minimum)
2 Switches
2 Events (For scooping and giving the player the Bottles!)
Some icons that show the same bottle being empty, and holding some things, doesn't matter what. (Empty is a must)
What to do: The Basic System 1. Make two new items, name them Empty Bottle and name the other one whatever you want, I'll name mine Air Essence.
2. Go into the Database and make 3 new Common Events. Name them whatever you want, I named mine Empty Bottle 1, 2, and 3. On the first Common Event, set it to "Parallel Process" and make a new switch, I named mine Empty Bottle Check. Still on the first Common Event, add a conditional branch that checks it the item Air Essence is in the inventory. Under that conditional branch, add a change items, set it to take away one Empty Bottle. Now use a control switches to turn the Empty Bottle Check switch off after decreasing the Empty Bottle number. If you want to add more items, like Air Essence, copy that conditional branch and paste it under the else portion of the first branch and change the Item that it checks for.
3. Go to the second Common Event and add a control switches, make a new switch, I called mine Empty Bottle Gain. Set it to Parallel Process.
4. Go to the third Common Event. Add a change items for an Empty Bottle and set it to add 1. Add a control switches and have it turn off Empty Bottle Gain.
5. Go back to the Items. Set Water Essence's Common Event to Empty Bottle 2. Click OK. See spoilers 'Item one' and 'Item two' for the setups.
6. On the map, add a pool and make a new Event on the pool.
7. In that Event, add a conditional branch that checks for an Empty Bottle. Add a text box that says "Scoop up the Air Essence?". Add some choices, the default are yes and no. Under yes put a change items to add one Air Essence and a control switches that turns Empty Bottle on, maybe a message that says "You got Air Essence!". Under the else of the conditional branch, add another text box that says "You need an empty bottle to scoop this up!". Click OK.
8. Copy and paste that Event over all accessible points of the pool.
9. Make a new Event that's Parallel Process. Add a change items to give the player and Empty Bottle. Click OK.
10. Test it out! If I missed anything, please tell me.
What to do: Fairy in a Bottle
1. Go through the above tutorial, you'll need a lot of the things in there.
2. Make a new item. Name it Fairy in a Bottle. Change the graphic to that of a Fairy... inside of a bottle. Try to keep it the same graphic as your empty bottle, it looks much more professional. Set it up exactly like our Air Essence except for the following changes: Set the Hp+ Value (Not %) to whatever number you want. I chose 50. Click Apply.
3. Go to our common event Empty Bottle 2, add Fairy in a Bottle to the list as directed in the above tutorial.
4. Create a new common event and name it Fairy in a Bottle. Set it to Parallel Process and make a new switch, Fairy Bottle. Make sure that this switch is turned ON at the start of the game. In the first line of the common event, add a conditional branch(es, multiples under 'Else') to check if each character (thus the multiple branches) is under the state 'Incapacitated', 'Dead', 'Knocked out', or whatever you named it. After that make another conditional branch under the first line of each character's conditional branch. Set it to 'Fairy in a Bottle is in inventory'. Use a change character Hp for the selected character and set it to 9999 (the max, unfortunately for those of you using limit break scripts). After that insert a change items to get rid of one of your Fairies in a Bottle, then use a call common event to call Empty Bottle 2.
5. Make a new event on your map, change the graphic to a fairy, preferably one small enough to fit in a bottle. All you really need to do is set it's behavior to random, set the frequency and speed, set it to stepping anim. and copy the fountain commands into this event. Add a control self switch to turn self switch A ON. Make a new event page, completely blank except for under 'Conditions' set it to self switch A.
6. Test it out! Tell me how it works! Comment, criticize, suggest!
Again, if I missed something and this doesn't work, post the problem here (In plain English) and if possible give a screen shot, please. I'll do my best to fix any problem.
I'm open to any and all suggestions to improve this system and/or give it more features.
NOTESWhen the price is set to "0", you can't sell the item. If you don't want your empty bottles or anything to be unsellable, keep their price at 0.
Please try not to use the terms Air, Fire, Water, Pure, etc. Essence in your game, I based this tutorial off of my game, thus all the items I have set up that aren't in the tutorial.
If any part of this tutorial doesn't work or something isn't right, tell me and I'll help as best I can!
BottlesBelow is the fairy.
Animal.png ( 21.33K )
Number of downloads: 37
This post has been edited by HotSpot6: Nov 17 2008, 04:07 PM