2/29/2024 0 Comments Rpg maker vx ace light effectsThis way everything can be edited in once place, making it much quicker to edit it or set it up for a different tier of ore. This can be further streamlined by using a combination of end event processing and labels:Ĭondition branch: item is in inventory. The active part of the mining event is after the "Branch End" In this version, it will continue the mining event as long as you have a qualifying pick, but the "end event processing" will prevent anything after it from running if you don't have the required pick. For example, you could have the "need a Magic Pick or stronger" in the condition branch and add a "end event processing" after it to end the event prematurely so that you won't need as many copies of the "you got ore!" side of things. This can allow you to do reduce redundancy when you need to edit the event later. Show Text: You see a vein of Questium\! You need a pick to mine it.Įdit: As I've thought about it since, I wanted to add that labels and "end event processing" can be useful for the condition branches for picks. The vein of ore is unyielding You will need a stronger pick. The vein of ore is unyielding You will need a Magic Pick or stronger. On the first page put: Condition branch: item is in inventory.Ĭondition Branch: in inventory To be honest, this is a lesson I am still learning, but I think the key is to make sure the player knows the task required/price of advanced picks either before or promptly after finding a rock that requires one.Īdvanced picks can be added by creating additional picks in the database and then adding additional condition branches per pick to each event: Try to impliment it in a way that makes the player feel rewarded for their extra effort, rather than chained or punished. Use advanced picks to make the player explore a little more, or invest a little more, before they start getting the really good stuff. The key is to make the work fun and rewarding for the player. Those who value work will be rewarded, and those who don't will just end up walking on a different treadmill when it comes right down to it. Only work creates true value, even in a game. You know, you can say what you like about time sinks, but anything you hand to a player won't be valued. So, you have your pick, but is that really strong enough to mine the fabled questium? Perhaps the player should need to jump through some extra hoops to mine something that rare? You could also add the party's total LUK and take the average by dividing by the number of players, rather than having the main character be the only one counted. If done wrong, though, it could make mining too easy, so be careful how you impliment this if you choose to. If done right, it would reward a more experienced player with easier loot. This eventually would garuntee even a 1 in 300 chance of success, and may allow the player to reach otherwise impossible hurdles like, say, a condition requiring that Random be greater than or equal to 1000. To add your luck to your mining chance is unnesessary, this is just a fun extra.Ĭhange Varriable: =Random No. Adding it to the conditions of a mining event might be just the thing to give it validity. Of all the stats in the game, it is the weakest, adding a nominal boost to chance to avoid/apply states. Luck is a stat that every player has, but that barely affects the game. If the player attempts to use the event, the event explains that the mining point is depleted to prevent confusion.Īs most people are more familiar with using extra event pages for this, and since a graphic change after depleting the vein may be desireable, my detailed version of this event uses a second page: The fact that self switch A has been switched on then prevents the condition from being met if the player attempts to interact with the event again, preventing the player from getting more ore from the event. If self switch A is off it turns self switch A on and runs the event. This format would keep the entire function on one page, which I personally prefer for organizational reasons. My first iteration of this event will rely on a condition branch/self switch to tell the event whether or not it has already triggered.Ĭondition Branch: Item is in inventory If you are doing a one-shot quest and don't want 99 unusable ore in inventory, it may be helpful to have the mining event deplete after one use. I will also add a text line to give the player an explanation that the event is no longer available for mining. I will turn on a self switch to trigger the event page or condition branch. I will add either a page or a condition branch. In this section, I cover something most viewers will already know from the tutorials how to shut the event off again after one use.
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