Multiple Bait
#1
Posted 28 April 2013 - 11:47 PM
But I'm running into a problem.
I currently have 3 types of bait.
Traditional Bait: Like all other traditional items in my quest, they are all disabled (they all have 255 magic cost which makes them impossible to use).
Potion for Zelda: Currently not available.
Statue: Located at the end of a hidden cave, give it to an old man.
So right now I have 3 types of bait, which work the same, but all that separates them are different graphics, and where they are actually enabled. (through dmap).
But here's the problem I run into. I already have an existing bait, which is the traditional 255 magic cost one which is one of the init items that are included with all of the disabled traditional items.
But when I pick up the statue, it doesn't show. I have the statue set as a level 3 item, and set "Keep lower level items" set, so that when I give the statue to the one who wants it, the statue will be removed, and the useless bait returns.
However, this is not working at all. Like I stated, when I pick up the statue, it doesn't show.
Any tips?
#2
Posted 29 April 2013 - 01:53 AM
#3
Posted 29 April 2013 - 08:02 AM
Because my quest is loosely based on Zelda 2, some key bait items from that game will be featured in mine, including statue, kid, mirror and whatever.
#4
Posted 29 April 2013 - 10:00 AM
some key bait items from that game will be featured in mine, including statue, kid, mirror and whatever.
But why would you need these as "bait" items? If you plan on using them like in Zelda 2 they can just be dummy items that trigger a reaction in a certain place.
#5
Posted 29 April 2013 - 10:01 AM
Did you check the Link Data using cheat 3/4? Multiple level baits are working for me.
And there's also custom items/string control codes that you could use as an alternative.
#6
Posted 29 April 2013 - 10:01 AM
Edit: Yeah, string control codes would work, too.
Edited by MoscowModder, 29 April 2013 - 10:02 AM.
#7
Posted 29 April 2013 - 12:14 PM
Anyhow when testing, the Feed the Goriya room types take away all Bait class items you have. I even tried with Item Override and had two separate Bait class items selectable and both vanished upon giving any one of them to the Goriya. I don't know if it's always been like this or not. This is the first time I've tried multiple Baits out.
You may be able to script it to work some other way still, or there's the way I mentioned with String Control Codes.
#8
Posted 11 May 2013 - 06:13 PM
Bait seems to carry a lot of limitations that seems to make it difficult to add to SOW2.
Somehow I need to make it work that the "dummy bait" from Souls 1 is still an initial item, but is than replaced by a newer style bait once collected. Which means its vital that if the bait is removed, the dummy bait must display. Confusing confusing. I think perhaps I may know a way around this.
#9
Posted 12 May 2013 - 06:12 AM
I propose that you would need to use a script to detect the presence of the item to unlock a secret via an FFC script like the one here.
The only thing you will need to do is establish the new items, (each with the bait class), and set them in the subscreen (each as a custom item class, set to a specific item). If you want to deny dropping them anywhere, you could add an action script that disables usage unless some specific trigger (such as the FFC) is present. I think that would be an 'if' and 'else if' statement set.
Technically, you could also use any item class (instead of bait) and use an FFC to detect it; its only use would be to trigger such events. To do this, you would ignore the bait class and use a custom item class for each bait type (and each being different from each-other, for maximum effect), however this would not trigger traditional 'Feed the Goriya' rooms.
Edited by ZoriaRPG, 12 May 2013 - 06:16 AM.
#10
Posted 13 May 2013 - 05:52 AM
One thing I should mention is how I'm disabling my initial items. The greyed out boomerang, arrow, bombs, potion, etc, etc, etc, and of course bait are actual selectable initial items in my game, however, the trick is that I fooled players to believe they are disabled by boosting their magic cost so that the player simply doesn't have enough magic to make even a single cast.
So they aren't really disabled, just unusable really.
Edited by NewJourneysFire, 13 May 2013 - 05:52 AM.
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