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Random Chest item Extreme (useful-sort of)

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Sk8r Boi
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Things that you need to know,


What you might need:

--A day and night system,

--Nintendo music to listen to,

--Family guy showing in the background on mute because your listening to nintendo music so that you can concentrate on finding the first requirement.

--And a Self switch.


If your not using a day and night system or you don't want to use one, do one of the following,


1.  If you look at the pictures, don't use the third event page and don't make "chest empty until next day" switch. Just after every
item you used paste the turn self switch a off so that you take you back to the first event page. Oh and make the random numbers
far apart and you might want to make the items sort of rare, so that the person can check in the about one thousand times before
they get that item.

2. Find a day and night event or script feature and add it to your game. The third event page is used to reset the chest the next day
after the player got the item. In my game, I put this chest in two places in the whole game, The present and the past. That's so that
It will probably take a day to get from one chest to the other.

3. Use your "Believe in yourself" powers and make your own. That's kind a what I did, I just can't get the rain to work.

Enjoy the tutorial, every thing is in the pictures.


Oh and what is a Corporal?
« Last Edit: August 02, 2009, 12:41:44 AM by shandy333 »

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nice, i liked the nintindo music an family guy in the background. thast almost how i do anyways. i watch family guy an listen to projectplaylist.com. in the background. but nice tutorial.
Im a RPG Maker Vetren, ive used 2K, 2K3, RMXP, and RMVX, I have my likes and dislikes with them all.

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Sk8r Boi
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Thanks a lot for your reply. I'll keep them coming.

The next one might be a card trading game, side game.

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  well, that would help in my casino, i have a random variable set for my card game, its called card poker but its not that great. but ill be looking forward to it.
Im a RPG Maker Vetren, ive used 2K, 2K3, RMXP, and RMVX, I have my likes and dislikes with them all.

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Resource Artist
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Project of the Month winner for June 2009
The difference (IMO) between an Event System and a Tutorial is that a tutorial is teaching how one can do something while an Event System is premade by the creator and uploaded for users with instructions on how to use the Event System. Event Systems are more like...Starting with a shell and explaining to users how to tweak it, while Tutorials are like starting from scratch and teaching users how to make a shell. Like what you've done here. Your tutorial is useful in how it teaches us how to make one thing, but from the new knowledge that people may have gained by using your tutorial, they can take this shell that they've made and implement it other ways other than random items in chests. Know what I'm saying? That being said, I'm going to nudge this over to the Tutorial Database instead.

Oh here's a better example. I notice you mentioned you may decide to create a trading card game event system. That sounds like an excellent event system really. It's better as an event system though. You see, if you were to create the card game and post it as a tutorial, members would learn many things (probably mostly) about variables and picture events. In the end though, they're left with only the shell of the card game. You've taught them how to make a card game and along with that you've probably taught them a lot more about the inner workings of event commands. So from this knowledge, those members then can branch from this and create their own and new event systems. However, if you create this as an Event System, what you supply to us is actually the shell. You've already created the system and it's prepared to be used. What you do from there is explain to us what should and shouldn't be changed in order for it to work how we want it to for our own games. The downside is that we don't learn very much from changing things we don't really understand. It's not this way for some people. People who already understand event commands fluently would have no problems with the shell, but those who are new will take the event system (shell) and only do or change what is necessary to fit their game.

Bleh, I'm tired of blabbing. lol

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Sk8r Boi
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You know this is almost perfect.

The song I posted, I was playing it to test to see if I messed up any where and checked to see
if I had reply's (song still playing) on the post I have made. And as I read the last one here, it was
so long the song made it sound and feel like advice from a very wise person. Pretty cool, but some
of it I don't understand, probally because Bleach isn't muted. :mad:

And I keep forgetting that this isn't the tutorial database. I think, or maybe I'm confused. Oh no now I
see, Tutorial data base not event...uh...I don't even remember where I put it. Oh well, but what I want to
say is thanks for pointing me in the right direction and before the card trading game (which will take a lot
of time and patience.) I will make a event system (if there isn't one already) on how to make another menu
calling button.

OH and I finally figured it out! Tutorial Database, I put the things in basic tutorials, I guess, or something like that...