Game Makers RPG Maker XP - Project Pokemon Amethyst EN 03

Words
504
Reading
3 min
Listen
Play
6y

The following post is in english.

Um den deutschen Beitrag zu sehen, siehe:
Project Pokemon Amethyst DE 03 on Peakd

To see older posts or other posts about "Game Maker" projects, have a look on:
Yalunas Game Maker Block on Peakd

You can find me also wiht other topics on:
Yalunas Blog LeoFinance
Yalunas Blog Neoxian

Today we will talk about Items and how you can set them on the map and how you can change them in our own Pokemon game.

The project Pokemon Amethyst is created on RPG Maker XP including Pokemon Essential.

You can create an Item by yourselfe or you can copy an Item from one of the basic maps. Like in Pokemon games we will use a Pokeball grafic. The first side on the Event window will need no conditions and the trigger is set to "Action Button". How we can say the game which Item it is? Thats realy easy!

In the picture below you can see the List of Events. There we need only a conditional branch and the condition is we need a scripcall. If the condition is true, the event needs a self switch.

Pokemon Project Amethyst 11.png

What is the scripcall exactly?
Pokemon Project Amethyst 12.png

The scriptcall for items is all the time the same. There we can also change what it should be. We want a potion, so we write (:POTION). You have to write it with big letters or you will get a problem with it. We "set handling when conditions do not apply" because we don`t want to get stucked, if the Event have a problem.

Pokemon Project Amethyst 13.png

The second side of the event is easy. We have to set no grafic, because the item should disappears and we need the condition "self switch A = on". The List of Events is empty, because there is no more Item. If you have events in objects like a trashcan, you can write there a text like "Its empty." or "There is nothing in it!"

How do we know what Item exist, what we have to write and how can I change it?
Go to you gamefolder. You can opten it by using the function in the RPG Maker XP. Go there to PBS and open Items and you will see something like this:

Pokemon Project Amethyst 14.png

What can we change?
Pokemon Project Amethyst 15.png

Every funktion part of an item is segmented by using "," so don`t delete it!

  1. = ID
  2. = scriptcall name (english with big letters)
  3. = name of item in the game
  4. = name of item in the game if it is more then one
  5. = ID of the item bag (2 for medicine in our example)
  6. = price of this item if you buy it in the game
  7. = description
    All the other segments behind the description are not important at the moment. You can change 3, 4, 6, 7. You should not change 1, 2 or 5. The 1. is the ID so why should we change it? The second is the scriptcall. If we change it, we have to change also all scripts with item calls like this and events if we change it way later, because we need then an other scriptcall. So don't change it! The 5. is the bag type. If it is a medicine, whe should we change it?

You can change the itemname which is shown in the game, the price if you think it's to cheap or expensive and you can change the desription. I changed it because i started to translate my game into german.So in the game it will looks like this:
Pokemon Project Amethyst 16.png

As you can see, my potion is translated into german and the Super Potion is like the basic english type of this item, but my scripcall for the potion will be "POTION" I told you why.
I hope I can help you with that and thanks for following my posts^^

See you next time my "Game Makers"^^

Game Makers RPG Maker XP - Project Pokemon Amethyst EN 03 | Ecency