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Help on victory system for cbs
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Topic: Help on victory system for cbs (Read 1870 times)
DNAForAll
Looking for my innocence
Initiate
Posts: 29
Umm...
Help on victory system for cbs
«
on:
May 14, 2007, 05:53:18 PM »
well im using a cbs for my game and the monsters drop money and items, but the main problem i've encountered so far is when you beat a monster.
The game is supposed to give you a random amount of money with a minimum and maximum depending on the monster.
so far i've been making a single variable for a single item with extra variables inside a condition branch for how many of that item you recieve
as well as a random amount of money(e.g. 1000-10000) that you are supposed to recieve and experience points.So far every monster has a different set of variables for what you recieve, not to sound lazy or anything but I dont really wanna do all that tedious work, is there an easier way?
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Vidian
Seducing people in every directions
Acolyte
Posts: 472
(No subject)
«
Reply #1 on:
May 14, 2007, 11:37:38 PM »
I'm not sure exactly what the problem is but This is what I'd do
I KIll "Rat"
I Kill "Goblin"
I Kill "Meiscool"
"Yay, I win!"
New Event
Switch "Victory!" ON
"Victory Event"
Gold Received =
Set Variable (Variable 01: Rat's Gold) Random Between 20 - 28
Set Variable (Variable 02: Goblin's Gold) Random Between 36 - 42
Set Variable (Variable 03: MeisCool's Gold) Random Between 1 - 4
Then Make The (Variable 04: Gold Received) and Go
Variable 04 + Variable 01
Variable 04 + Variable 02
Variable 04 + Variable 03
Then Change Money: Add Money According to Variable 04 Value.
Reset the Variable 04 to 0 when you add the money for next time.
This way, you can copy and paste The Variables 01, 02, and 03
anytime you face the same monsters.
You can do this for the EXP. too.
I'm not sure if it helped or not, I don't know a quicker way of doing this.
I dunno about the Items, I think you have to keep doing what you are doing for those.
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- - - - YEAH BITCHEZ LETS STORM THE BRIDGE - - - -
DNAForAll
Looking for my innocence
Initiate
Posts: 29
Umm...
(No subject)
«
Reply #2 on:
May 15, 2007, 02:58:50 PM »
Thanks for the help anyway
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A Forgotten Legend
Your neighborhood box of colors
Royal
Posts: 4,428
(No subject)
«
Reply #3 on:
May 15, 2007, 07:49:01 PM »
Quote
Originally posted by Vidian
I Kill "Meiscool"
ha
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DragonBlaze
A Wild DB Appeared!
Royal
Posts: 3,329
(No subject)
«
Reply #4 on:
May 16, 2007, 12:34:48 AM »
Ok, in my cbs, for all the monster stats (and drops and gold and exp ect), there is only one variable for all the monsters. However, I have to set it differantly for each monster, so you still do all the tedious work, but you just need one variable for all the monsters instead of giving each monster its own variable.
Anyway, heres how to do that.
You have to make a fork condition for what monster you're on. Basically give each monster their own variable ID. So lets say that 'rat' has an ID of 1, and 'bird' has an id of 2. Then you make one common event, that has a trigger of 'call'. In this common event, you make an idevidaul fork for all your monsters, for example:
If [monster id] = 1
set [drop] = 4
set [gold]= 100
set [exp] = 30
If [monster id] = 2
set [drop] = 2
set [gold] = 20
set [exp] = 1000000
Of course you'd have a lot more variables for all your random stuff and such, but this is just a small example.
Now you need specific variables for the maximum amount of monsters on the field at a time, and make variables for all of those. So if you have 3 monsters, you'd make 3 variables for drop, gold, and exp, also make 3 monster id variables. Then BEFORE you start the battle, set the monster id variables to the monsters you want to fight. So if you wand to fight two rats and a bird, make something like this:
set [mon1 ID] = 1
set [mon2 ID] = 2
set [mon3 ID] = 1
Then to set the varaibles to the right monster varaibles. Set the general monster id variable to the specific monster you want to get the stats for, for example, if you want to get the stats for the first monster, you'd set [monster id] = mon1 id. Then call the event to get the stats. Then set all the monster 1 specific stats equal to the general gold, exp, and drop stats. Then repeat for 2 and 3, so it'd look something like this.
Set [monster ID] = [mon1 ID]
call (monster stats)
set [mon1 drop] = [drop]
set [mon1 gold] = [gold]
set [mon1 exp] = [exp]
Set [monster ID] = [mon2 ID]
call (monster stats)
set [mon2 drop] = [drop]
set [mon2 gold] = [gold]
set [mon2 exp] = [exp]
Set [monster ID] = [mon3 ID]
call (monster stats)
set [mon3 drop] = [drop]
set [mon3 gold] = [gold]
set [mon3 exp] = [exp]
Ok, i dont know if that helped at all or not, but if you do it this way, you only need to make a variable for the maximum amount of monsters on the field, and not for every monster in the game. It makes things a little easier to do.
Also, if you don't want to make two varaibles for the gold and exp for the max and min, what you could do is just make one varaibles, and then give a random number +- 10% of that. So if you enter 100 gold, you could get anywhere from 90 to 110 gold.
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Hell Yeah! Just recovered all my old rm2k/3 games from my 10 year old, broken laptop hard drive that had been formatted and had a new OS installed on it. Oh, and I did all of this from my phone. WIN
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Help on victory system for cbs