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#1 Architect Abdiel

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Posted 23 April 2017 - 10:51 AM

So, I'm wondering if there's a way to remove an item from Link's inventory. Until he reacquires the item.

I have an idea on how I could do it. But they would require multiple duplicate maps. And I'd rather just have the items be taken out of his inventory until he finds them again on one map.

For reference, I am thinking of something along the lines of the Tokay Island from Oracle of Ages, the Captured by Bokoblins section from Skyward Sword, or even kind of the Forsaken Fortress from Wind Waker.

#2 strike

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Posted 23 April 2017 - 11:02 AM

Have them eatable by like like? That is the first thing that comes to mind.

-Strike

P.S: Or maybe, I don't know if this would work, when they go to the map, give them higher level items of all their items. But the higher level items are invisible and not equipable. And then disable the higher level items on all other maps. Or take away the items using strings at the end of the map. This could possibly be more seemless than other methods since you don't need strings. And you could give the items on some black screen quickly between maps.

Edited by strike, 23 April 2017 - 11:10 AM.


#3 Saffith

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Posted 23 April 2017 - 11:04 AM

String control code \17\X. Either that or a script.
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#4 Architect Abdiel

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Posted 23 April 2017 - 11:31 AM

Have them eatable by like like? That is the first thing that comes to mind.
-Strike
P.S: Or maybe, I don't know if this would work, when they go to the map, give them higher level items of all their items. But the higher level items are invisible and not equipable. And then disable the higher level items on all other maps. Or take away the items using strings at the end of the map. This could possibly be more seemless than other methods since you don't need strings. And you could give the items on some black screen quickly between maps.

 
That's kind of related to the idea I had first. Which basically disabled the items across the map. And then it would place the images of the items around the map, and direct warp you to a map where the item is no longer disabled. The issue was that I like open world styles, so if I take 5 items from Link, that means I would have had to make several duplicate maps taking into account every possible order in which Link could reacquire the items. True
I could just make it more linear, but if I decided to go more of the Tokay Island route, that would still be ridiculous.  

String control code \17\X. Either that or a script.


Hmmm, I could probably do both and use the idea that I mentioned above. Perhaps use Moosh's NPC script with FFCs of the item graphics.

At the beginning use that /17/X code to take the items from Link. Then use /16/X when interacting with the NPC script, then use the functions of the script to make the FFCs disappear if Link already has that particular item.

That sounds plausible I think.


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