So, this is a hard issue for me to explain.
I'm trying to figure out how to call up certain item get events that are dependent on how far you are into the story, the location of the event, and what route you're on.
Let me back it up.
My game operates on a specific event schedule, broken up by chapter, day, and time period.
This is what it would typically look like.
Day____|_Morning_|_Day_|_Noon_|_Afternoon_|_Evening_|_Night
Monday_|_Snake___|__O__|_Yui__|____F_____|____F___|__X
O = Minor event that is just for fun, not route related. Something like your classmate complaining to you about homework, taking a nap, or even just thinking to yourself.
[Name] = Route event. You don't see them unless you're on that character's route.
F = Free time event. You get the option to choose where you want to hang out from an imagemap and you go there. Depending on the route, location, and chapter you're on, an item for that route may pop up.
X = Nightly check-in with the flowers. It's a plot thing that I can't explain here.
So, let me explain the free time events a little more.
Whenever you hit a free (as in, you have no route events) afternoon or evening period (or morning/day period on sundays), it calls up the free time file.
For instance, the code for this particular day might look like this:
Code: Select all
label Morning_09:
if s_r == True:
call s_route
label Day_09:
centered "Location, Time"
x "So cool!"
label Noon_09:
if y_r == True:
call y_route
label Night_09:
call afternoon_freetime
label Evening_09:
call evening_freetime
label Night_09:
call flower_check
Code: Select all
label evening_freetime:
menu:
"I've got some free time. Go out for a while?"
"Yes.":
pass
"No.":
return
window hide None
call screen test_imagemap
window show None
# Call screen assignes the chosen result from the imagemap to the
# _return variable. We can use an if statement to vary what
# happens based on the user's choice.
if _return == "im_ainami":
jump im_ai
elif _return == "im_mall":
jump im_evening_ma
[...]
label im_ai:
"Went back to Ainami."
jump im_end
label im_evening_ma:
"Went to the Black Market Mall."
jump im_end
Each character has 10 items you can find for their route, and they only appear if you're on their route. "Red Scarf", for instance, would only appear in the mall for character X starting from chapter 03.
Each location itself has two events written for it.
1) The item get event.
2) The no item event.
The item get event itself is basically "Hey, you got this!" And whatever item it is you got comes up. So, it's the same event for the location no matter what item it is.
IF YOU'RE ON X'S ROUTE, then you would only get the "Red Scarf" by checking the Mall during Chapter 03 or later. Otherwise, it would show the no item get event.
Now, I think partially what's tripping me up is because this would require conditional flags depending on not only the chapter, but the route itself.
The solution to this MAY be to take the dangan ronpa route and have it so that you can get all items and give them to any character, but only specific items work for specific characters.
I have it so that "Red Scarf" and "Blue Scarf" would be X-exclusive, and out of the two of them, only "Red Scarf" would make them happy.
But maybe I should make it so that you could give X any item you picked up, such as "Green Hat", which Character Y would like.
I'm really sorry for how rambling and incoherent this all is. It's a really vague issue I'm trying to address and I can't properly wrap my head around it in the first place.