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Another Tough one. (Involves lots of variables)
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Posted 2008-10-07, 05:35 PM
I want a way to make a Blacksmithing/Fishing system with levels. This is pretty much what I was thinking.

Variables:
  • Blacksmithing Level
  • Blacksmithing Exp
  • Chance to Catch

Switches:
  • Blacksmithing Learned
  • Blacksmithing Level

Ok, so i would make an event that would, in theory, Let you craft/catch certain things depending on the variable Blacksmithing Level. The variable Blacksmithing level would be set by another event that would take your exp (gained everytime you do a quest/craft/catch an item.) And find out weather or not its a certain number or less.
For example:
90 or more? (no) ok, then
80 or more? (no) ok, then
70 or more? (yes) ok, then your level 22 in Blacksmithing
Set Variable "Blacksmithing Level" to 22
Text: Congrats! Your level 22 in Blacksmithing! You can now create Custom Armor!

and then, when you go up to an anvil.

Blacksmithing Level? 22 then you can make:
Blah.

all i really need help with is the event that will declare the Blacksmithing level. I'm not sure how to do that. I know there are some great eventers on this forum. So feel free to speculate easier/better ways to do this.
(i do want to have the level system though)

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Wolfturn enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzWolfturn enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
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Posted 2008-10-07, 08:00 PM in reply to Wolfturn's post "Another Tough one. (Involves lots of..."
Wolfturn said: [Goto]
I want a way to make a Blacksmithing/Fishing system with levels. This is pretty much what I was thinking.

Variables:
  • Blacksmithing Level
  • Blacksmithing Exp
  • Chance to Catch

Switches:
  • Blacksmithing Learned
  • Blacksmithing Level

Ok, so i would make an event that would, in theory, Let you craft/catch certain things depending on the variable Blacksmithing Level. The variable Blacksmithing level would be set by another event that would take your exp (gained everytime you do a quest/craft/catch an item.) And find out weather or not its a certain number or less.
For example:
90 or more? (no) ok, then
80 or more? (no) ok, then
70 or more? (yes) ok, then your level 22 in Blacksmithing
Set Variable "Blacksmithing Level" to 22
Text: Congrats! Your level 22 in Blacksmithing! You can now create Custom Armor!

and then, when you go up to an anvil.

Blacksmithing Level? 22 then you can make:
Blah.

all i really need help with is the event that will declare the Blacksmithing level. I'm not sure how to do that. I know there are some great eventers on this forum. So feel free to speculate easier/better ways to do this.
(i do want to have the level system though)
This isn't very hard at all. Just keep branching all possible solutions. I suggest thinking like a programmer!

If "This happens" this | Else "This happens" Then keep branching out on a piece of paper or paint. Just make a physical drawing, it will make it way easier. I'm busy, so I can't help you out right now.
 
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Posted 2008-10-08, 11:28 AM in reply to Goodlookinguy's post starting "This isn't very hard at all. Just keep..."
Goodlookinguy said: [Goto]
This isn't very hard at all. Just keep branching all possible solutions. I suggest thinking like a programmer!

If "This happens" this | Else "This happens" Then keep branching out on a piece of paper or paint. Just make a physical drawing, it will make it way easier. I'm busy, so I can't help you out right now.
Well, this is what i drew up.

Level = XP / 2 / 10
XP = Level * 2 * 10

so.

Level Xp

1 20
2 40
3 60
4 80
20 400

and then, i would reset it every time i level. so i was thinking of making a new page with this on each page

If switch1 is on then
Conditional Branch is Xp = 20?
Then
Text: "Level UP!"
Change Variable Level +1
Switch002 on
Xp = 0
Else
Do nothing
Else
Do nothing

And make a new switch like that, adding to the XP each time by 20. that way the first level you need to get 20xp next level 40, next level 60 and so on. Do you think that would work?


They took away my pretty spaces.. Sorry for the unorganization. your going to have to live without it.

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Wolfturn enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzWolfturn enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
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Posted 2008-10-08, 01:33 PM in reply to Wolfturn's post starting "Well, this is what i drew up. Level..."
You would give 20 XP each time you smith something? Would make it fairly easy to level, especially early on.

As for creating custom items, have an anvil (like you said) have a conditional branch, depending on the level. If level 1, blah. Level 2, blah. Basically like you said. If you'll need certain items to craft something, put it in the conditional branch on the anvil.

It would look awesome if you add a smithing menu that has graphics of what you can/cannot craft, your level, and exp, with the menu opening at the anvil.

I'm probably stating the obvious, but I like to think it helps.

As for the fishing system, I had a rough system in place for my harvest moon clone rpg in 2k. I doubt I have it, but I'll look.
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Noob101 is neither ape nor machine; has so far settled for the in-betweenNoob101 is neither ape nor machine; has so far settled for the in-between
 
 
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Posted 2008-10-09, 07:49 AM in reply to Noob101's post starting "You would give 20 XP each time you..."
Noob101 said: [Goto]
You would give 20 XP each time you smith something? Would make it fairly easy to level, especially early on.

As for creating custom items, have an anvil (like you said) have a conditional branch, depending on the level. If level 1, blah. Level 2, blah. Basically like you said. If you'll need certain items to craft something, put it in the conditional branch on the anvil.

It would look awesome if you add a smithing menu that has graphics of what you can/cannot craft, your level, and exp, with the menu opening at the anvil.

I'm probably stating the obvious, but I like to think it helps.

As for the fishing system, I had a rough system in place for my harvest moon clone rpg in 2k. I doubt I have it, but I'll look.

No depending on your level and what you craft/catch is different xp each thing. i was saying for common stuff at level 1 you'd get 5 xp for rare you'd get 20 xp or something like that. The smithing menu would be great actually, but i think that would require a script. i'll look it up and request it in RMXP.org unless someone can help me out here. anyways, i'm stuck in production of my game until my computer gets fixed. right now i'm on my old one that i ressurected from the dead lol. I'll try to get my RPg makers back on here, but i doubt that it could run em. Thanks though.

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Wolfturn enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzWolfturn enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
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Posted 2008-10-09, 01:51 PM in reply to Wolfturn's post starting "No depending on your level and what you..."
No luck finding the stuff from my fishing system : (

You're welcome, though.

Last edited by Noob101; 2008-10-10 at 01:39 PM.
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