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