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Levels

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**
Rep: +0/-0Level 90
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?
Death is Welcome When it Comes, but to yeild, NEVER!

Dawn of the Dragons: 0%

***
Rep: +0/-0Level 90
Do you play age of empires? I use XP, and I heard that you can't when I asked.

***
Rep:
Level 91
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.

*
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Rep:
Level 102
(っ˘ڡ˘ς) ʕ•̼͛͡•ʕ-̺͛͡•ʔ•̮͛͡•ʔ (*ꆤ.̫ꆤ*)
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if your level increased by catching more fish, then it could be done, (if you were to make an "fish" item)
bringing sexy back

**
Rep: +0/-0Level 90
thats what I have and yes I do play AOE. I use the Spanish.
Death is Welcome When it Comes, but to yeild, NEVER!

Dawn of the Dragons: 0%

***
Rep: +0/-0Level 91
you can fish in my game 8)
Bizzy with Game :

World Of Kaldera :
Plot: 25 %
characters: 5 %
maps: 5 %
scripts: 7 %
total: 10,5 %

**
Rep: +0/-0Level 90
How can you do that??
You should go to my forums at:
http://halloweentown02.proboards49.com
or you could go to my website at:
http://b.1asphost.com/pumpkinking/
My website is not completely finished. All of the buttons work.

***
Rep: +0/-0Level 91
just add some variables and items called fish and ehm a item called fishing rod but i explain it tomorrow
Bizzy with Game :

World Of Kaldera :
Plot: 25 %
characters: 5 %
maps: 5 %
scripts: 7 %
total: 10,5 %

***
Rep: +0/-0Level 90
I use the British. I want to learn how to increase your level so you can use different stuff.

**
Rep: +0/-0Level 90
Are you using RPG Maker 2000??
You should go to my forums at:
http://halloweentown02.proboards49.com
or you could go to my website at:
http://b.1asphost.com/pumpkinking/
My website is not completely finished. All of the buttons work.

***
Rep: +0/-0Level 91
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
<>
Bizzy with Game :

World Of Kaldera :
Plot: 25 %
characters: 5 %
maps: 5 %
scripts: 7 %
total: 10,5 %

**
Rep: +0/-0Level 90
Thanks Vamp ;). I'm gonna give that a go ^_^.

Yeah, I'm a newbie at RPG Making. SO, yeah, yeah >_>'
"Knowledge is knowing that the tomato is a fruit. Wisdom is not putting it in a fruit salad."

Soul Kingdom: ~||||||||||||||||||| [5% completed]

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
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.
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."

***
Rep: +0/-0Level 91
Tsuno's right. Also, the fishing isn't based upon skill.
Game Programmer by trade.
Game Player by heart.

**
Rep: +0/-0Level 90
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
<>

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
nm, he fixed it :)
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."

***
Rep: +0/-0Level 91
Game Programmer by trade.
Game Player by heart.

**
Rep: +0/-0Level 90

**
Rep: +0/-0Level 90
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
<>

***
Rep: +0/-0Level 91

*****
Rep:
Level 91
*hits head on keybord then fall to the ground in confusion*

**
Rep: +0/-0Level 90
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 :)

**
Rep: +0/-0Level 90
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