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Shaily

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  1. That seems to have done it, thank you so much! :)
  2. @Moonpearl: Thanks! I'll give this a try. I'm not completely new to scripting, but I'm not particularly good at it. Would I be able to put that script in a Call Script command in each level, as the levels will have different numbers of chests in them? I'm assuming that when I later want to add spells, I would add $game_variables[C] = chests.sample to the end of the script? @ForeverZer0: I'm not great with scripting. How does slicing work? I can't seem to find a solid reference explaining the term. Thanks for the help!
  3. I'm working on a personal project in RMXP, a maze-style game. In the first level, there are five chests. One of them has a key, one has a power-up, the rest are empty. I know how to make these things work, but I'm trying to randomise which chests have what without repeats or missing things out. I've tried setting up a variable for the key with a random number between 1 and 5, and having each chest check for a different number in that range, only giving a key if it matches. However, I don't want to have a chest give more than one thing, for example a key AND a power-up (and/or a spell, which appears in later levels) from the same chest. I can't think of a way to set this up without having a mess of commands that is impossible to keep track of and keep free from errors. Ideally, what I'd like to do is to set each level with a list of numbers to determine what is in a chest (1 = key, 2 = power-up, 3 = empty, etc.). Then I want each chest in the room to randomly select a number from that list, but without any repeats or missing numbers. It's the second part I'm having trouble with. Is there a way? Am I missing something? Any help with this would be appreciated!
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