# [1.0] # > Background & water surface images # > Water surface & fish have wave effect # > Aim with cursor image right & left # > Calculate strength with power meter & cursor # > Throw hook, if a fish is on landing area, catch. # > Multiple configurable sound effects # > Multiple configurable images # > Fish catching limit per session through variable (or infinite) # > Caught fish listing on end of session # > Configurable speed of power cursor & hook # > Link fish objects in script with items from database # > Receive items (fish) # > Fish become available through a game switch # > Edit chances of appearance for fish # > Accurate movement speed (decimal numbers) for fish
Controls: Left and Right keys for aiming with the cursor. Press Space Bar for entering power meter mode. Press Space Bar again to shoot hook. If a fish is on the hook landing area, it is caught. There are cool features like maximum catchable fish "per session", or linking fish to a database item (and get such item if you manage to catch said fish), or enabling/disabling fish appearance through a game switch etc...
Notes: I think there's an error if you try to play the minigame when no fish is available (not activated by the game switch). That makes sense, so I didn't go and fix it.
Hello once again Omega Don't know if you remember me, but I've been one of your clients (The ocarina request?)
Anyways, after I tested this out I had some ideas of making it even better. It's not really a request, but it'll be a nice improvement for us if you like the idea and could make it.
Basically I found this system too easy because the fishes and arrow moved slowly and fishes moved at the very bottom and top of the screen (Making captures very easy). What about this?
You keep the general concept the same, but there are no fishes at the bottom. All appear beyond the halfway point (Therefore the upper half of the screen). The arrow system remains, but when you "hit" a fish, it begins a new capture session, where you have to wheel in the fish towards you. You do this by tapping whatever button appears on the screen. For example, [Z] will appear on the screen, meaning you have to tap that key button to pull the fish in. For medium-level fishes, the keys will change from [Z] to [X]. If you mis-press a key too much times (maybe just twice), you'll lose the fish. The higher level will utilise all the usual keys, including the directional keys perhaps.
Some other changes: -The fishes move faster depending on the type. -As the fishes get nearer to you, the required button changes more often.* -There is a timer for the Capture Session. -And don't make the [Shift] key a button to use.
What do you think about this??
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Notice!! Check out my topic (http://www.rpgrevolution.com/forums/index.php?showtopic=45736&st=0#entry454175) if you're interested in helping me make a script that limits the number of characters & items you use in battle AND also an item durability feature! Thanks for any help in advance!
@Twilight27: Hey Twilight, Thanks for the ideas! And, what did I help you with the other time? I remember your username... @Hollows: Why not an item synthesize script? Combine items to make another. Just because the script's name doesn't match your needs doesn't mean you can adapt it to your game.