The RPG Maker Resource Kit
RMRK RPG Maker Creation => RPG Maker General => General Tutorials and Eventing => Topic started by: Syrathor2 on May 22, 2005, 09:39:52 PM
-
Can anyone help? I need to be able to make it to where when you fish, it gets easier to catch fish as your fishing level increases. Any help would be appreciated. I am using RMXP. :? Also, what program do you use to make games?
-
Do you play age of empires? I use XP, and I heard that you can't when I asked.
-
You can in a way, but it's really hard to do.
If you search the site you should be able to find some information.
Sorry I couldn't be more help.
-
if your level increased by catching more fish, then it could be done, (if you were to make an "fish" item)
-
thats what I have and yes I do play AOE. I use the Spanish.
-
you can fish in my game 8)
-
How can you do that??
-
just add some variables and items called fish and ehm a item called fishing rod but i explain it tomorrow
-
I use the British. I want to learn how to increase your level so you can use different stuff.
-
Are you using RPG Maker 2000??
-
srry no 2000
this is for xp :
<>Message: Do you want to fish
<>Show choices: Yes (1 fishing rod)
<>Conditional Branch: [Fishing rod] posessed
<>Variable [0001: Fishing] = random (1..2)
<>Conditional Branch: Variable [0001:Fishing] == 0
<>Message: You have catcht nothing
<>
: Else Handler
<>Message: you have caugth a "fish"
<>Change Items: [Salmon] + 1
<>
: End
<>
: Else Handler
<>
: End
<>
: [No] Handler
<>
: End
<>
-
Thanks Vamp ;). I'm gonna give that a go ^_^.
Yeah, I'm a newbie at RPG Making. SO, yeah, yeah >_>'
-
that wont work, it'll let you catch it each and every time... I'll post a working common event for this when I can, it'll take a while ,however, I'll get on it.
-
Tsuno's right. Also, the fishing isn't based upon skill.
-
for those who dont get that to work
thats becuase its like this it should look
<>Message: Do you want to fish
<>Show choices: Yes (1 fishing rod)
<>Conditional Branch: [Fishing rod] posessed
<>Variable [0001: Fishing] = random (1..2)
<>Conditional Branch: Variable [0001:Fishing] == 1
<>Message: You have catcht nothing
<>
: Else Handler
<>Message: you have caugth a "fish"
<>Change Items: [Salmon] + 1
<>
: End
<>
: Else Handler
<>
: End
<>
: [No] Handler
<>
: End
<>
-
nm, he fixed it :)
-
Yup. 8)
-
i`m cool 8)
-
you could probably make a fishing level by doing something like this:
<>Message: Do you want to fish?
<>Show choices: Yes (1 fishing rod)
<>Conditional Branch: [Fishing rod] posessed
<>Conditional Branch: [Fishing Level] == 1
<>Variable [####: Fishing] = random (1..100)
<>Conditional Branch: Variable [####:Fishing] == 1
<>Message: You have caught a "fish"
<>Change Items: [Salmon] + 1
<>Variable: [####: Fish Caught] += 1
<>Conditional Branch: Variable [####: Fish Caught] == 10
<>Message: You have gained a fishing level!
: You are now level 2!
<>Variable: [####: Fishing Level] += 1
<>
: End
<>Conditional Branch: [Fishing Level] == 2
<>Variable [####: Fishing] = random (1..90)
<>Conditional Branch: Variable [####:Fishing] == 1
<>Message: You have caught a "fish"
<>Change Items: [Salmon] + 1
<>Variable: [####: Fish Caught] += 1
<>Conditional Branch: Variable [####: Fish Caught] == 25
<>Message: You have gained a fishing level!
: You are now level 3!
<>Variable: [####: Fishing Level] += 1
<>
: End
<>Conditional Branch: [Fishing Level] == 3
<>Variable [####: Fishing] = random (1..80)
<>Conditional Branch: Variable [####:Fishing] == 1
<>Message: You have caught a "fish"
<>Change Items: [Salmon] + 1
<>Variable: [####: Fish Caught] += 1
<>Conditional Branch: Variable [####: Fish Caught] == 50
<>Message: You have gained a fishing level!
: You are now level 4!
<>Variable: [####: Fishing Level] += 1
<>
: End
<>Conditional Branch: [Fishing Level] == 4
<>Variable [####: Fishing] = random (1..70)
<>Conditional Branch: Variable [####:Fishing] == 1
<>Message: You have caught a "fish"
<>Change Items: [Salmon] + 1
<>Variable: [####: Fish Caught] += 1
<>Conditional Branch: Variable [####: Fish Caught] == 75
<>Message: You have gained a fishing level!
: You are now level 5!
<>Variable: [####: Fishing Level] += 1
<>
: End
<>Conditional Branch: [Fishing Level] == 5
<>Variable [####: Fishing] = random (1..60)
<>Conditional Branch: Variable [####:Fishing] == 1
<>Message: You have caught a "fish"
<>Change Items: [Salmon] + 1
<>Variable: [####: Fish Caught] += 1
<>Conditional Branch: Variable [####: Fish Caught] == 105
<>Message: You have gained a fishing level!
: You are now level 6!
<>Variable: [####: Fishing Level] += 1
<>
: End
<>Conditional Branch: [Fishing Level] == 6
<>Variable [####: Fishing] = random (1..50)
<>Conditional Branch: Variable [####:Fishing] == 1
<>Message: You have caught a "fish"
<>Change Items: [Salmon] + 1
<>Variable: [####: Fish Caught] += 1
<>Conditional Branch: Variable [####: Fish Caught] == 135
<>Message: You have gained a fishing level!
: You are now level 7!
<>Variable: [####: Fishing Level] += 1
<>
: End
<>Conditional Branch: [Fishing Level] == 7
<>Variable [####: Fishing] = random (1..40)
<>Conditional Branch: Variable [####:Fishing] == 1
<>Message: You have caught a "fish"
<>Change Items: [Salmon] + 1
<>Variable: [####: Fish Caught] += 1
<>Conditional Branch: Variable [####: Fish Caught] == 165
<>Message: You have gained a fishing level!
: You are now level 8!
<>Variable: [####: Fishing Level] += 1
<>
: End
<>Conditional Branch: [Fishing Level] == 8
<>Variable [####: Fishing] = random (1..30)
<>Conditional Branch: Variable [####:Fishing] == 1
<>Message: You have caught a "fish"
<>Change Items: [Salmon] + 1
<>Variable: [####: Fish Caught] += 1
<>Conditional Branch: Variable [####: Fish Caught] == 200
<>Message: You have gained a fishing level!
: You are now level 9!
<>Variable: [####: Fishing Level] += 1
<>
: End
<>Conditional Branch: [Fishing Level] == 9
<>Variable [####: Fishing] = random (1..20)
<>Conditional Branch: Variable [####:Fishing] == 1
<>Message: You have caught a "fish"
<>Change Items: [Salmon] + 1
<>Variable: [####: Fish Caught] += 1
<>Conditional Branch: Variable [####: Fish Caught] == 235
<>Message: You have gained a fishing level!
: You are now level 10!
<>Variable: [####: Fishing Level] += 1
<>
: End
<>Conditional Branch: [Fishing Level] == 10
<>Variable [####: Fishing] = random (1..10)
<>Conditional Branch: Variable [####:Fishing] == 1
<>Message: You have caught a "fish"
<>Change Items: [Salmon] + 1
<>Variable: [####: Fish Caught] += 1
<>Conditional Branch: Variable [####: Fish Caught] == 270
<>Message: You have gained a fishing level,
: you are now level 11, the highest
: fishing level you can get!
<>Variable: [####: Fishing Level] += 1
<>
: End
<>Conditional Branch: [Fishing Level] == 11
<>Variable [####: Fishing] = random (1..2)
<>Conditional Branch: Variable [####:Fishing] == 1
<>Message: You have caught a "fish"
<>Change Items: [Salmon] + 1
<>Variable: [####: Fish Caught] += 1
<>
: Else Handler
<>Message: You didn't catch anything!
<>
: End
<>
: End
<>
: End
: Else Handler
<>Message: You didn't catch anything!
<>
: End
<>
: End
<>
: End
: Else Handler
<>Message: You didn't catch anything!
<>
: End
<>
: End
<>
: End
: Else Handler
<>Message: You didn't catch anything!
<>
: End
<>
: End
<>
: End
: Else Handler
<>Message: You didn't catch anything!
<>
: End
<>
: End
<>
: End
: Else Handler
<>Message: You didn't catch anything!
<>
: End
<>
: End
<>
: End
: Else Handler
<>Message: You didn't catch anything!
<>
: End
<>
: End
<>
: End
: Else Handler
<>Message: You didn't catch anything!
<>
: End
<>
: End
<>
: End
: Else Handler
<>Message: You didn't catch anything!
<>
: End
<>
: End
<>
: End
: Else Handler
<>Message: You didn't catch anything!
<>
: End
<>
: End
<>
: End
: Else Handler
<>Message: You didn't catch anything!
<>
: End
<>
: End
<>
: End
<>
: [No] Handler
<>
: End
<>
-
:shock:
-
*hits head on keybord then fall to the ground in confusion*
-
i know i just made it easy
and that even make a like 4/10 ctaching something
beside i am busy with game projects like morrowind,counter-strike:source, and so on :)
-
you could make a variable called "fishing skill" start it at ten then when a player catches a certain number of fich decrease it, and in the fish event, make a percent of say
number between 1 and 10-20
number = 1: catch big fish
number = 2: catch medium fish
number = 3-4: catch nothing
then make the number decrease depending on level
Ect, level 1 the chances are
big: 1/20
med:1/20
small:2/20
but when the level increases to 5
big:1/15
med:1/15
small:2/15
and at max level (10)
big 1/10
med 1/0
and small 1/10