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

Title: Levels
Post 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?
Title: post reply
Post by: astrobrat on May 23, 2005, 12:07:45 AM
Do you play age of empires? I use XP, and I heard that you can't when I asked.
Title: Levels
Post by: Rayv3n on May 23, 2005, 02:47:04 AM
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.
Title: Levels
Post by: Roph on May 23, 2005, 02:58:52 AM
if your level increased by catching more fish, then it could be done, (if you were to make an "fish" item)
Title: Levels
Post by: Syrathor2 on May 23, 2005, 11:07:30 AM
thats what I have and yes I do play AOE. I use the Spanish.
Title: Levels
Post by: TheVamp on May 23, 2005, 02:29:48 PM
you can fish in my game 8)
Title: Levels
Post by: PimpDaddyTG on May 23, 2005, 06:15:09 PM
How can you do that??
Title: Levels
Post by: TheVamp on May 23, 2005, 06:42:31 PM
just add some variables and items called fish and ehm a item called fishing rod but i explain it tomorrow
Title: post reply
Post by: astrobrat on May 24, 2005, 02:01:47 AM
I use the British. I want to learn how to increase your level so you can use different stuff.
Title: Levels
Post by: PimpDaddyTG on May 24, 2005, 02:03:27 AM
Are you using RPG Maker 2000??
Title: Levels
Post by: TheVamp on May 24, 2005, 01:43:47 PM
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
<>
Title: Levels
Post by: tetsuo2040 on June 02, 2005, 08:56:26 AM
Thanks Vamp ;). I'm gonna give that a go ^_^.

Yeah, I'm a newbie at RPG Making. SO, yeah, yeah >_>'
Title: Levels
Post by: Tsunokiette on June 23, 2005, 11:22:53 PM
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.
Title: Levels
Post by: Plystire on June 24, 2005, 01:53:29 AM
Tsuno's right. Also, the fishing isn't based upon skill.
Title: Levels
Post by: darkyy on June 24, 2005, 02:00:44 AM
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
<>
Title: Levels
Post by: Tsunokiette on June 24, 2005, 02:19:46 AM
nm, he fixed it :)
Title: Levels
Post by: Plystire on June 24, 2005, 02:26:14 AM
Yup. 8)
Title: Levels
Post by: darkyy on June 29, 2005, 12:22:44 AM
i`m cool 8)
Title: Levels
Post by: Dragonware~Lupe on June 30, 2005, 10:20:36 PM
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
<>
Title: Levels
Post by: Mr. DJ on July 01, 2005, 09:58:52 AM
:shock:
Title: Levels
Post by: Soul on July 01, 2005, 10:00:48 AM
*hits head on keybord then fall to the ground in confusion*
Title: Levels
Post by: darkyy on July 01, 2005, 11:39:13 AM
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 :)
Title: Levels
Post by: Jemeyr on August 07, 2005, 01:27:58 AM
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