Well here is the Steal System, I had a pervious one but I made some changes to it.
Steal from an NPC tutorial
by Chris Ross(That is me) > edited by Leventhan
So the first step is to go to Database > Common Event > Name one of them “Steal”
Then go to list of event commands and add a new variable called “Steal”, set a random number between 1 - 10. What this means is that when the common event steal is called a number between 1 and 10 will be chosen by the game.
Once you have that done make a new map, it can be any size you want and add an NPC to the map.
Add a new event command to the npc.http://i43.photobucket.com/albums/e367/2dgamestudio/2.jpg
Call the common event “Steal” by pressing the call common event button. Then add a conditional branch and set the variable steal to less then are equal to 5. This means that if the player touches the NPC and hits the action button whether the random number returned is less than or equal to 5. If the random number is greater then 5 then the player has successfully stolen from the NPC. However, if we leave the system this way the player can keep trying to steal from the NPC which is no fun at all.
So lets add a switch called “Steal Failed”, and set it ON under the conditional branch.
Make a new event page and set the switch “Steal Failed” to ON under the conditions page. make a new event show text have it say something like ” I hate thieves, I can’t believe you tried to steal from me!” or something.http://i43.photobucket.com/albums/e367/2dgamestudio/3.jpg
That takes care of if the player fails at stealing from an NPC but what happens if the player succeeds
stealing from the NPC?
Go back to the First event page, under the conditional branch you should see a “Else” branch that handles when the player got a random number higher than 5 and was able to steal from the NPC.
So add the items to the player inventory which they stole, it could be gold, items, weapons, armor, or even a skill! So now that we have stolen from the NPC create a switch called “StealSuccess” and set it ON. Now make a new event page and have the condition switch set “StealSuccess” is ON. You can add a new event to the NPC and have them say whatever you want them to say.
That is the end of the steal tutorial and here is the link to the demo
NonRTP Version - which means you have RMVX installed on your computer http://www.mediafire.com/?ioc95ipljor
And here is the link to the RTP Version - which means you dont have RMVX installed on your computer http://www.mediafire.com/?ioc95ipljor
Locking Picking Event Based System - Created By Chris Ross
Well this system is going to allow the player to pick lock on, locked treasure chest and locked doors. It is a pretty simple system to make but adds a little extra to your game.
Step 1 - Make A New Skill Called Lock Picking.
To make a new skill, you have to go to database>Skills. Once in skills make a new skill called Lock Picking, and set the scope to none and the occasion to never. In the descerption of the skill you have it something like “Allows you to pick locks on doors and treasure chest.” Once that is done lets head to step 2.
Step 2 - Make A New Map.
Lets make a new map and added two events to this map, the first event will be a npc who will add the skill to LockingPicking to our hero skill menu and also set his varable LockPickingSkill to 1. So how do we do this first set the first event graphic to a npc person and then in the event of list command make a new text event. Which could say something along the lines of “So you want to learn the way of the thiefs?” I shall teach you how to pick locks. Then Add the skill LockPicking to the hero skill menu by making a Change Skill Event and add LockPicking. Then make a new varable and name it to Lock_Picking_SkillLV and set it to 1. Now lets make the second event on the page.
The second event is going to be a treasure chest event, Do not use the quick event maker, becasue you have to customize this event and it is easyer if you do it from scratch.
First Set the event graphic to a closed treasure chest, then in the list of event commands make a new varable called Treasure_ChestLV and set it to 1.
Once that is done make a new conditional event and have it set to treasure_chestlv1 == 1.
Once that is done make another Conditional event and have it set to Lock_Picking_SkillLV = 1.
and under that one more conditional branch and have it set to Hero [Lock Picking] Learned.
Once that is all done you now can add a new event play SE “Chest” 80, 100 which is the sound of a chest opening.
Once that is done make a new event and have it set move route and set it to this event. Then add Direction Fix Off, Turn Left, wait 3 fames, turn right, wait 3 frames.
Once that is done make a new event in the list of event command and have it as a Control self switch A and set it to On, Once that is done add another new event and have it as a text event that says you picked the lock on the treasure chest, and then add what ever was in the chest it could have been gold, items, weapons or armor. Once that is done make another event and add 1 to the varabel Lock_Picking_SkillLV so that the player gains exp for open the treasure chest.
Step 3 - Make A New Event Page.
Make a new event page and in conditions set the self switch a = on and the event graphic to a open treausre chest.
NonRtp Demo Ver - This means you have RMVX Installed on your computer - http://www.mediafire.com/?h8f4asxhdvm
RTP ver demo - Which means you dont have RMVX Installed on you computer - http://www.mediafire.com/?qkjzxsnw0af
Well this ends this tutorial, I hope you liked it and learned something from it. - Chris Ross, 2dgamestudio
If you like the demo please visit my site and leave some feed back on there. And comments are always more then welcome.
This post has been edited by 2dgamestudio: Aug 25 2008, 04:39 AM