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A lag free theiving system!

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Rep: +0/-0Level 88
I have included the project folder, so you can open it up in Rmxp, and see how it works, fairly simple to get the hang off.

In this demo you can steal of all the people when you get good enough, and you can also steal from the bookcase. Be sure to learn how to steal first, by talking to the thief by the beds.

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WHAT THE HELL!!??!?!

100 ERROR MESSAGES POPPED UP!

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Rep: +0/-0Level 88
Open it in RMXP, it isn't a compiled game. :o

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Level 88
this is great thanks
 ;D
however im gonna upgrade a little and make it so guards will attack you if you miss(get caught stealing) and make the characters not watch you steal.

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Rep: +0/-0Level 88
Mhmk :) Great to hear someone likes it.

And yea, it is just a simple system.

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Rep: +0/-0Level 88
wakka wakka wakka
this is great thanks
 ;D
however im gonna upgrade a little and make it so guards will attack you if you miss(get caught stealing) and make the characters not watch you steal.

goign runescape style huh? lol

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Rep:
Level 88
More like elder scrolls

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Rep: +0/-0Level 88
Hey
I'm building off your engine to create my own theif system if that's ok
here's the basic idea
i admit im a n00b when it comes to rpg maker xp and the "random" variable isnt working
i dont know if you can open it because i used postality knights
it needs a lot of work and this is a quick example of my idea

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Rep: +0/-0Level 88
Yea that's fine.

Btw, I'm looking at yuor game, and I notice that there is no 'fail.' So you can just keep stealing clothes.

I have a good idea aswell, make the event have the graphic, and make it disappear after you steal it? :)

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Yeah, Fortis is right. You don;t have an else condition for the clothes. Also, to avoid having to put those conditional branches, I'd make a single common event with all of those conditions, and in the events themselves just have the random variable set, then call the condition common event. Also, I think you could probably collapse the thievery variable into the visibility variable. As for the variable "random", your main problem is that your thievery is successful if "visibility" is less than "random", but "random" is between the values 1 and 10, and visibility is always less than that since it starts at 0 and only decreases from there. It might be a good idea to make visibility a positive value and just have the thievery successful if "random" < "visibility". This might make the "visibility" tag misleading, but you can always rename it. Btw, good job on yours Fortis

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Rep: +0/-0Level 88
yeah
that was just a quick sketch of what I had planned to do
there will be a consequence for failure and a limit on items
I think Fortis has some really good ideas along with everyone else here
I'll take it all into account
and maybe add a storyline

also, I feel like I'm stealing the thread from Fortis
sorry!

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Rep: +0/-0Level 88
Lol. It's k.