ScriptKitty
Member
I thought up an item system that would be very useful for a small project I'm working on in my off time. I'm aiming for it to be a roughly 3-5hr puzzle-based game and this item system lies at the core. I'd appreciate any help I could get with this script!
---ITEM MENU---
Items are subdivided into category. The ones I specifically need are "Relics", "Medicine", "Scrolls", and "Offerings". I need some way to be able to tag items to show which category they'll be listed under. It'd be convenient to be able to tag a number or symbol onto each item name. For example, if the first character of an item name in the database is @, then it's a medicine. If it's a #, it's a scroll, and so on.
---ITEM DETAILS---
Secondly, I want to have item details. The way I picture it is, along the top of the screen is a row of four buttons, one for each category. Below it on the left is a single-column list of the items in the current category. To the right of that is the details box, which lists a details for each item from a txt file.
EDIT: The details don't have to be terribly... well, detailed. Since the game in question lacks a 'battle' system as you might imagine one, all it needs is an icon, item name, and a description from a text file.
---ITEM PUZZLES---
This is where it gets interesting! With all my NPCs and at several points in the game I plan to give them interaction menus. These are simple, basic choice menus. A choice for "Talk", a choice for "Shop" if they buy/sell, a choice for any other unique functions of the particular NPC... And an "Item" choice. Selecting Item will call up a script that displays a window listing all of my Other Items. One column wide, four rows tall, scrollable. No detail window required. A player can scroll down the list of items and select an item. If that item can be used on that NPC/event, it goes down one fork. If not, it goes down another fork.
For example, if a character claims to have dropped something very important to them at the shrine, and I find an Heirloom Necklace at the shrine, I can give it to them. However, if I instead hand them a dead rat, I'd get a very different reaction from them. It can also be used for puzzles... If the door has a Star-Shaped Slot in it, I can place an item in the slot. A Star Crest will open the door. A Cheese Sandwich will not.
---COMPATIBILITY---
I'm not working with the SDK. I am, however, using ccoa's UMS.
---ITEM MENU---
Items are subdivided into category. The ones I specifically need are "Relics", "Medicine", "Scrolls", and "Offerings". I need some way to be able to tag items to show which category they'll be listed under. It'd be convenient to be able to tag a number or symbol onto each item name. For example, if the first character of an item name in the database is @, then it's a medicine. If it's a #, it's a scroll, and so on.
---ITEM DETAILS---
Secondly, I want to have item details. The way I picture it is, along the top of the screen is a row of four buttons, one for each category. Below it on the left is a single-column list of the items in the current category. To the right of that is the details box, which lists a details for each item from a txt file.
EDIT: The details don't have to be terribly... well, detailed. Since the game in question lacks a 'battle' system as you might imagine one, all it needs is an icon, item name, and a description from a text file.
---ITEM PUZZLES---
This is where it gets interesting! With all my NPCs and at several points in the game I plan to give them interaction menus. These are simple, basic choice menus. A choice for "Talk", a choice for "Shop" if they buy/sell, a choice for any other unique functions of the particular NPC... And an "Item" choice. Selecting Item will call up a script that displays a window listing all of my Other Items. One column wide, four rows tall, scrollable. No detail window required. A player can scroll down the list of items and select an item. If that item can be used on that NPC/event, it goes down one fork. If not, it goes down another fork.
For example, if a character claims to have dropped something very important to them at the shrine, and I find an Heirloom Necklace at the shrine, I can give it to them. However, if I instead hand them a dead rat, I'd get a very different reaction from them. It can also be used for puzzles... If the door has a Star-Shaped Slot in it, I can place an item in the slot. A Star Crest will open the door. A Cheese Sandwich will not.
---COMPATIBILITY---
I'm not working with the SDK. I am, however, using ccoa's UMS.