Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

rawrr

4
Posts
1
Following
A member registered Dec 30, 2023

Recent community posts

(1 edit)

Hey!

Thank you very much for quick response. That seems useful!

However, with the current approach I see a different issues:
- Player enters a dungeon, which is a single large map (100x50)
- The dungeon contains 2 containers with ID 1
- Player opens the first container and gotcha - there's a legendary sword! But player doesn't have slots for the sword so he decides to find his way out of dungeon to sell some of his items in a shop.
- As player approaches to the exit, player encounters another one container with ID 1 - he opens it, loots some light weight misc stuff from it, and gets out of dungeon.
- After he sell some stuff making some room for the legendary sword, he comes back to the very first chest he encountered and... boom! There's no legendary sword.

Thats a major issue. With such approach it looks like I have to create dozens of container ID's per loot tier so I could place them in a dungeon which significantly hardens the QoL for the developer. 

(3 edits)

Also is there any way to create temrorary unique loot chest ID? At the moment it seems like I have to create multiple ID's of loot chest, otherwise loot will be stacked in every of the same container ID. Seems like atm I can't reuse ID X containter.

What I mean:

I'm doing random loot containers, once player interacts with the chest for the first time, there's a line of items being randomly added to container ID X.
Once items are added, chest switches to A page, where I put "Open Storage Container ID X" with the "generated" items inside. However, every next same ID opened chest will summarise items which were "generated" in previous container, stacking infinitely. 

Is there any way to get rid of that issue without having to manually add dozens of container's IDs in plugin manager? 

Adding possibility which allows to set temporal random loot ID container and add random items before opening.

Some tips which could be helpful:
Creating a method to generate unique container ID:

Game_Containers.prototype.createTemporaryContainer = function(name, maxStorage, storageIconId) {

    const tempId = this._containers.length + 1; // Generate a new ID

    this.createContainer(name, maxStorage, storageIconId, false);

    return tempId;

};

Modifying 'openContainer' function:

Game_Containers.prototype.openContainer = function(id, isTemporary) {

    if (isTemporary) {

        // Create a temporary container with random items

        const tempId = this.createTemporaryContainer('Temporary Container', 100, 210); // Example values

        this.populateTemporaryContainer(tempId);

        id = tempId;

    }

    this.tempId = id;

    this.currentMaxAmount = this._containers[id - 1].maxStorage;

    SceneManager.push(Scene_Container);

};

Adding a method to populate the temporary container with items

Game_Containers.prototype.populateTemporaryContainer = function(containerId) {

    const randomItems = this.getRandomItems(); // Implement this function to return an array of random items

    for (const item of randomItems) {

        this.depositItem(containerId - 1, item.id, item.amount, item.name, item.iconIndex, item.etypeId, item.description, item.itemWeight, item.itypeId, item.categories, item.meta);

    }

};

Game_Containers.prototype.getRandomItems = function() {

    // Implement dev's logic to generate random items

    // This is just an example

    return [

        { id: 1, amount: 1, name: 'Potion', iconIndex: 16, etypeId: undefined, description: 'Restores HP', itemWeight: 1, itypeId: 1, categories: ['item'], meta: {} },

        // Add more items as needed

    ];

};

etc

Thanks!

Great plugin, but currently it strongly lack of buttons like "deposit all" and "withdraw all", or even better "withdraw X", where X is an item category

Увидел на геймджеме, арт очень приятный, но есть ощущение, что он не вписывается в общий визуал кубического окружения; сложно понять, куда надо идти, как писали люди - дизайн уровней не интуитивен. По техническому уровню игра далека от завершения, но арт реально очень приятный