- May 7, 2019
- 867
- 996
This part's easy. Venka's script does smtg like this (simplified):I don't even know how to solve Level 1 yet!
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Here's a simple one with an interface and all:
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from the same author as 'New Item Indication' you're using.Yes. Either permanently, or once you have a bookshelf at home. Key items shouldn't be displayed by default, that's a design flaw. (regular RPGM interface have Items / Equipment / Key items)."Hidden", as in removed from the item menu?
I'm well-aware. I might write more about this, but in this one case:You can't just "skip" these scenes because variables and choices are checked during the scene! Though you can always skim through them while holding the "SHIFT" button!
That's an issue with how you write scenes. You're supposed to do every rolls first , which give you a roadmap. You'll then follow the roadmap, either through conditional branches or by Labels + jumps.
What I mean is, you're complicating your life quite a bit. I seldom see such huge common events, and making rolls in the middle is awfully inconvenient for you, should you wish to check the overall map, or make a change here or there.
Neither do I. Why not simply draw a new tile (say a brown one in my HM example)? The brown tile would revert to the original tile after 1-2 days without a new seed planted.I was thinking of a some sort of switch that activates planting/furniture mode but I don't really know how to make it work smoothly.
Well, this isn't too important. Home's looking good already.
Look at water. You're using <category: consumables>, etc. I mean it's much more convenient to store the gift value the same way.I am not 100% sure what you mean here. But Gifts have different values depending on who you gift them to and on what Traits you have.
Ideally you'd create an array or a class for that; in this case one for each gift-able NPC, where you'd also store their text. Think about the next NPC you'll make: you'll have to go through the same nightmare of writing a new huge common event. Again
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