The RPG Maker Resource Kit

RMRK RPG Maker Creation => RPG Maker General => General Tutorials and Eventing => Topic started by: 2Disturbed on January 27, 2007, 06:28:38 PM

Title: Quick Question
Post by: 2Disturbed on January 27, 2007, 06:28:38 PM
ok , i am cutting wood/fishing , is it possible to lvl up a skill liek that ? ( eg catch 10 fishes and your fishing skill will be 2)
Title: Re: Quick Question
Post by: :) on January 27, 2007, 06:38:12 PM
yes, I think by using either switches or variables...can you post your fishing event here? (or wood cutting) or if possible upload your game file, and maybe I can work something out.
Title: Re: Quick Question
Post by: 2Disturbed on January 27, 2007, 07:27:38 PM
hmmm , i couldnt seem to copy the script so i just took a screen shot , hope that helps m8

one more thing, is it also possible if you get higher lvl fishing , you can catch different fishes?
Title: Re: Quick Question
Post by: :) on January 27, 2007, 07:36:11 PM
yes, its all done with with eventing..when he reaches the new fish level, in teh same event activate a switch, then have it in another event use a conditional branch and get different fish..


hmm ive never worked with this type of thing, so can you upload the game folder for me? I can try it first hand
Title: Re: Quick Question
Post by: Arkhan on January 29, 2007, 03:53:39 AM
There are two topics I think should help you:

Leveling up skills through use
(http://"http://rmrk.net/index.php/topic,11788.0.html")
Lag-free thieving system
(http://"http://rmrk.net/index.php/topic,11833.0.html")

If you use the leveling up skills through use system for a fishing skill you'll be able to make yourself get higher levels of fishing skills as you catch more fish. And if you have a look at the code for the lag-free thieving system,   you could copy parts of it to make places that only allow you to fish at higher levels.

For example: You have a skill called "Fishing". You have it call a common event called "fishskillup" or something. Then you put this code into the common event:
Control Variables: [0001: Fish Exp] += 1
Conditional Branch: [0001:Fish Exp] == 50
  Conditional Branch: [$game_actors[001].int >= 100]
    Play SE: '157-Skill01', 80, 100
    Change Skills: [Aluxes], + [Fishing Level 2]
    Text: Aluxes Learns Fishing Level 2!


And then in a fishing event you have something like this:

[Conditional branch: fishing level = 1]
Fishing script goes here
[Else]
[Conditional branch: fishing level = 2]
Better fishing script goes here
[else]
You don't have fishing skill! You can't fish here!

Or if you want a place where you can only fish if you're level 2:

[Conditional branch: fishing level = 2]
Fishing script goes here
[else]
You have to be fishing level 2 to fish here!

That should help you... if you need anything else just keep asking.
Title: Re: Quick Question
Post by: modern algebra on January 29, 2007, 05:40:43 AM
Yeah, he's right. Though if you have it as an actual skill, you would need to have it check if near water. It might be a bit easier to define a new variable called Fishing Level, and just put it into a common event that has a paralell process tag on it, and do something like


Conditional Branch: Variable [Fish Exp] = 10
      Control Variables: Fishing Level = 2
      Text: You are now a Level 2 Fisher


More for however many levels. And if you want to catch different fishes at higher level, just do what Arkhan is saying and for the improved level event you could broaden the range of your random variables and include different fish for the other values. Like:


Variable: [003: Fish] = Random [0..9]
If Variable[003: Fish] <= 2, then catch the lesser value fish
If Variable[003: Fish] = 3, then catch the higher value fish


Which would give your guy a 30% chance of catching lesser value fish, and a 10% chance of catching higher value fish. Anyway, Arkhan covered most of it, I just thought you might like to know how to catch different fish