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> [VX]Bounty and Banking System, Skill level: Medium, Work: Medium
Shaddow
post Sep 25 2012, 11:03 AM
Post #1


The Eventer Inventor
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Group: Local Mod
Posts: 1,250
Type: Event Designer
RM Skill: Masterful
Rev Points: 90




Hey there RRR! It's been a bit since I last brought you a tutorial, and I finally finished one that I had been working on, but had gotten stuck on. Thanks to Amerk as well as DiamondandPlatinum for their assistance in fixing my issue.

Anyways on to the actual event! This is a bounty system, as well as a banking system to be included with it. This idea was inspired by Earthbound, where you do not receive money from enemies, instead your dad adds it to your bank account after each fight and you can pull it out with an ATM.

The first thing you need to do is the easy part. First make each of your enemies immortal. Yes, every single one of them. You can do this by right clicking the picture of the enemy in the troops tab and clicking Immortal. Then you need to set up event pages within the troops for every enemy. The span for each of these pages need to be 'Battle' so it only triggers once. The trigger needs to be 'Enemy HP 1% or less', finally you will set two simple events; the first will set your enemy to incapacitated, which will allow them to be killed despite being immortal.

Next you will need to make a variable, I simply called mine 'Money'. You will set this variable to increase by a set amount per monster, basically this is the amount of money the monster will drop when defeated. You must repeat this process for each monster and it has to be on it's own event page, and it must be done for every troop. This is where the medium amount of work comes in. While it is a simple enough event it can take time.

The Troop Event


The next step is slightly harder and you may consider setting this in a common event if you have multiple banks. First, you are going to need 3 more variables, I called mine 'gold', 'add', and 'withdraw', each of these should make sense for their purpose. The next step in the event is to set up a choice, do you want to add money, withdraw it, or nothing? (You can also add an option to check balance, I'll post how to do that as well.) If they choose to add you need to use your first variable 'gold' to add their current gold to a variable. You can do this by setting the variable to the amount of gold they have, you can find this located under 'other' at the bottom of the variable page. Then you will show a text displaying how much gold they have by using /v[#]g, where the # is the number of the 'gold' variable. It should show up like this. "You have 1100g."

Before the next step you'll want to create a label, I called mine 'add' for simplicity, this will allow you to loop the event easily based on the information added next. Next you will ask them how much they want to add by bringing up an 'enter number' choice, I used 9 digits as that is the max amount of digits for the gold by default. You will have this number entered add to the 'add' variable. After that you will create a conditional branch that will check to see if the variable for 'add' is higher than the variable for 'gold' if it is, you will tell them they do not have that much and then jump to label: add, this is why we created it earlier. For the next part, if they put in a number that is lower than 'gold' you will then add the amount of 'add' to 'money' with another variable set. Finally you will tell them how much money they have stored by using /v[#] with the # being the number of the 'money' variable.

I understand this is a bit confusing, but do not worry, I will have a screen shot showing all of this at the bottom of this huge amount of text.

Next we are going to do a withdraw of money stored. First create another label, call this one withdraw, it works just like the one for add. For this you will show them how much money they have stored by using /v[#] where # is the number of the variable for money. You will then ask them how much they would like to withdraw, by giving them a number choice just like for 'add' only this time you obviously want to set the number to the variable for 'withdraw'. Next you will make a conditional branch checking if 'withdraw' is higher than 'money' if it is you will jump back to the label for withdraw. If it is not than you will set the variable for 'money' to subtract the variable for 'withdraw'. You will then add to gold by variable 'withdraw'. Finally you will display the remaining amount of 'money' variable by using the same /v[#] as above.

Bank Event


Finally I will show you how to do a display, this is actually really simple, and I did not include it in the event SS. If they choose to 'check balance' simply have a text that says 'your current balance is /v[#], where # is the number of the variable for 'money'. Simple, yes?


Ok, I realize that was a bit of a long text, but I hope it was useful for you! If you have an questions, please feel free to ask!

A quick note: You can ignore the first part of this tutorial involving the troops and just use the secondary part to have just a banking event with normal gold drops.


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