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lahandi
For those who still didn't understand the application of the basic conditional branches command for fishing, I hope this one could helps.


Concept

To be able to do fishing, the player should have fishing rod and the bait at the same time. Everytime the player try to fishing, the bait quantity is decreased 1 unit. Then, we want to have 2 kind of fish. One is the common fish, other is the rare fish. And there's possibility the fish run away. We want to create 7 probability, and the probability is like this : Common fish (4/7); Rare fish (1/7); The fish run away (2/7).


Execution

1. Create 4 item.
{a} Fishing rod. [ Scope: none \\ Occasion: Only from the menu \\ Consumable: No ]
{b} Bait. [ Scope: none \\ Occasion: Only from the menu \\ Consumable: No ]
{c} Common fish. [ Scope: one ally \\ Occasion: Always \\ Consumable: Yes ]
{d} Rare fish. [ Scope: one ally \\ Occasion: Always \\ Consumable: Yes ]
For the {c} and {d} we add what kind of effect we wanted after it consumed ( HP recovery, increasing Spirit, MP recovery, or anything ).

2. Choose a spot for the fishing activities. Create an event there. Make like this:


3. Copy the fishing event in several places that is possible for fishing activities.

4. Create an NPC that will give or sell Fishing Rod & Bait.

5. Finish.


Credit

I've learned this from Tesmy fishing tutorial


Closing

Wish it helps for the RPG-maker newbie. smile.gif
Codemonkey
Very cool and easy to use. Thanks for the submission!
Klighndes
Well, it definately works, but I am wondering how you would get multiple fish...

wait... why not just have it so that each fish is assigned some numbers and depending on what the variable is, different fish are chosen. Might be a bit more work, but it is more expansive.

Sweet!
lahandi
QUOTE
I am wondering how you would get multiple fish...

wait... why not just have it so that each fish is assigned some numbers and depending on what the variable is, different fish are chosen. Might be a bit more work, but it is more expansive.



Yeah, or maybe we can create something like:
- If the random number showed 1 , then add Fish A & Fish B
- If the random number showed 2 , then add Fish A & Fish C
- and so on.
sloth
hah! *smiles happily*

interesting.
Puppet Of Fate
Oooooooooohhhhhhh that's how you do it.
Reverie
Thank you so much, I will definitely use this smile.gif.
Red Blood
Thanks I needed this smile.gif))))
eon789
Thanks for this extremely useful tutorial. I noticed that this can also be applied to Mining and Herb gathering too.
sirknight249
Thanks for posting this tutorial i will definately use this in the game im working on.

Note : Aswell as fishing in random rivers it could be turned into a minigame. 3 NPC's and you fish to try and catch the heaviest fish in a certain time.

TY for tutorial
Kokiri
QUOTE (eon789 @ Mar 12 2008, 07:52 AM) *
Thanks for this extremely useful tutorial. I noticed that this can also be applied to Mining and Herb gathering too.

That's precisely what I did. =D
Gunna try it for wood cutting, too!
SpawnUchiha
Is it possible to make it harpooning fish instead of fishing using a rod and bait, Because I want it something like to be the chance of catching a fish or a certain fish is based on [ACTOR 1's] agility.
Klighndes
Sure. Though, that would require a little bit more effort, it could be pulled off.
lahandi
QUOTE (SpawnUchiha @ Mar 21 2008, 07:35 AM) *
Is it possible to make it harpooning fish instead of fishing using a rod and bait, Because I want it something like to be the chance of catching a fish or a certain fish is based on [ACTOR 1's] agility.



Hmm, I havent tried this yet, but i suppose it is going to be like this:

  1. Create a switch that turned on by an Actor 1 agility number. Something like : If Ralph's Agility > 40 , then switch AGI-1 = on ; If Ralph's agility > 70 , then switch AGI-2 = on (and) switch AGI-1 = off ; and so on...
  2. Then create the fishing event depends on that agility switch. In precondisition you can set the event to work if only the agility switch is turned on. You create that in each page ( Switch AGI-1 in page 1 ; Switch AGI-2 in page 2 ; etc.)
  3. Make the conditional branch of fishing probability on each page.



I think something like that in general. I hope it will works. smile.gif
emma979797
OMG...It worked!!:thanks:
huntermack
good tutorial
but I was selecting the:
Vivi's RPG Maker VX Academy: Lesson 1: Mapping

broken link I guess
barkot
great! this explains a lot on how to use Conditional Branches! thanks!
SheviSui
hey i got a question. I did everything you had on your tutorial right but when I test it the game acts like it is not there.
Im so confused please help me. :mellow:

hey i got a question. I did everything you had on your tutorial right but when I test it the game acts like it is not there.
Im so confused please help me. :mellow:
lahandi
QUOTE
hey i got a question. I did everything you had on your tutorial right but when I test it the game acts like it is not there.
Im so confused please help me. mellow.gif


Check the priority : Below Character

You should put the event in the place where you want to fishing activities can be done. Copy and paste it to several places.

When you play, make sure you have fishing rod and bait in your item.

Go to that fishing spot, (the place you create that fishing event), then press the action button.
SheviSui
I did do exactly that but when i go to click at the event it doesn't do anything.

I tried putting it on the water and on the dock and grass land but when i still go to click on it, it doesn't work.
aviayaso
ohhh, so that's how it's done.
thanks for sharing this useful tutorial. biggrin.gif
lahandi
QUOTE
I tried putting it on the water and on the dock and grass land but when i still go to click on it, it doesn't work.



Hmm, send me the link of your uploaded game file, so that I can checked it. It should be open project (*.rvproj).
Klasher
It Worked! Thanks for the very usefull tutorial biggrin.gif Keep up the good work thumbsup.gif
But can u like change the graphic of the character? So that your character is like holding a fishing rod when fishing and when you caught a fish u see him cheering with a fish over his head tongue.gif or maybe a time bar. I know it's a bit much but is it possible, and if it is, how? sweat.gif
Diogotav
1. Create 4 item.
{a} Fishing rod. [ Scope: none \\ Occasion: Only from the menu \\ Consumable: No ]
{b} Bait. [ Scope: none \\ Occasion: Only from the menu \\ Consumable: No ]
{c} Common fish. [ Scope: one ally \\ Occasion: Always \\ Consumable: Yes ]
{d} Rare fish. [ Scope: one ally \\ Occasion: Always \\ Consumable: Yes ]
For the {c} and {d} we add what kind of effect we wanted after it consumed ( HP recovery, increasing Spirit, MP recovery, or anything ).

( i still got some probs whit the reply sistems o i put it red)
the bait sould be consumeble not like you have it on the post ill put it here

Bait. [ Scope: none \\ Occasion: Only from the menu \\ Consumable: No (here sould be Yes not No) ]
Klasher
QUOTE (Diogotav @ Apr 12 2008, 01:30 AM) *
1. Create 4 item.
{a} Fishing rod. [ Scope: none \\ Occasion: Only from the menu \\ Consumable: No ]
{b} Bait. [ Scope: none \\ Occasion: Only from the menu \\ Consumable: No ]
{c} Common fish. [ Scope: one ally \\ Occasion: Always \\ Consumable: Yes ]
{d} Rare fish. [ Scope: one ally \\ Occasion: Always \\ Consumable: Yes ]
For the {c} and {d} we add what kind of effect we wanted after it consumed ( HP recovery, increasing Spirit, MP recovery, or anything ).

( i still got some probs whit the reply sistems o i put it red)
the bait sould be consumeble not like you have it on the post ill put it here

Bait. [ Scope: none \\ Occasion: Only from the menu \\ Consumable: No (here sould be Yes not No) ]


Why yes, if you make it consumable then your charactar can eat the bait? I don't think that's right (Correct me if i'm wrong, i'm just new to RPG Maker tongue.gif)
Diogotav
QUOTE (Klasher @ Apr 12 2008, 09:10 AM) *
QUOTE (Diogotav @ Apr 12 2008, 01:30 AM) *
1. Create 4 item.
{a} Fishing rod. [ Scope: none \\ Occasion: Only from the menu \\ Consumable: No ]
{b} Bait. [ Scope: none \\ Occasion: Only from the menu \\ Consumable: No ]
{c} Common fish. [ Scope: one ally \\ Occasion: Always \\ Consumable: Yes ]
{d} Rare fish. [ Scope: one ally \\ Occasion: Always \\ Consumable: Yes ]
For the {c} and {d} we add what kind of effect we wanted after it consumed ( HP recovery, increasing Spirit, MP recovery, or anything ).

( i still got some probs whit the reply sistems o i put it red)
the bait sould be consumeble not like you have it on the post ill put it here

Bait. [ Scope: none \\ Occasion: Only from the menu \\ Consumable: No (here sould be Yes not No) ]


Why yes, if you make it consumable then your charactar can eat the bait? I don't think that's right (Correct me if i'm wrong, i'm just new to RPG Maker tongue.gif )


actualy eather way will work but in the way i put it you would need to cange the ocasion to never so it doesn´t realy mater.
lahandi
QUOTE
But can u like change the graphic of the character? So that your character is like holding a fishing rod when fishing and when you caught a fish u see him cheering with a fish over his head or maybe a time bar. I know it's a bit much but is it possible, and if it is, how?



Yes it is possible.

1. Prepare the Actor graphic holding the fishing rod. Lets name it the RalphRod graphic.
2. Prepare the Actor graphic with the fish lifted. Lets name it the RalphFish graphic.
3. Put the command 'Change actor graphic' before the Wait command. Change it to RalphRod graphic. We can see there's 3 kind of probability, so we should made it in each branch.
4. Put the command 'Change actor graphic' after the Wait command. Change it to RalphFish graphic. Put it in in the Common Fish and Rare Fish probability.
5. To neutralize the actor, put the command 'Change actor graphic' again after the Text command. Change it to the normal actor spriteset. Put it in each 3 probabilities branch.

I havent check this yet. But I think that is enough as a raw guideline. Hope it helps.
cheahjc
Better than the other fishing tutorial =)
Thank you! This one needs to be seen! To the top!

ph34r.gif Cheahjc
bleachx
Good fishing stuff , i use on my game~
meganew2
Very good and can be useful to others
smile.gif
qewlkid9
Extremely useful.

I've used this sort of thing now for fishing, mining, and herb picking.

8D
Dtormala
QUOTE (lahandi @ Mar 7 2008, 08:46 AM) *
For those who still didn't understand the application of the basic conditional branches command for fishing, I hope this one could helps.


Concept

To be able to do fishing, the player should have fishing rod and the bait at the same time. Everytime the player try to fishing, the bait quantity is decreased 1 unit. Then, we want to have 2 kind of fish. One is the common fish, other is the rare fish. And there's possibility the fish run away. We want to create 7 probability, and the probability is like this : Common fish (4/7); Rare fish (1/7); The fish run away (2/7).


Execution

1. Create 4 item.
{a} Fishing rod. [ Scope: none \\ Occasion: Only from the menu \\ Consumable: No ]
{b} Bait. [ Scope: none \\ Occasion: Only from the menu \\ Consumable: No ]
{c} Common fish. [ Scope: one ally \\ Occasion: Always \\ Consumable: Yes ]
{d} Rare fish. [ Scope: one ally \\ Occasion: Always \\ Consumable: Yes ]
For the {c} and {d} we add what kind of effect we wanted after it consumed ( HP recovery, increasing Spirit, MP recovery, or anything ).

2. Choose a spot for the fishing activities. Create an event there. Make like this:


3. Copy the fishing event in several places that is possible for fishing activities.

4. Create an NPC that will give or sell Fishing Rod & Bait.

5. Finish.


Credit

I've learned this from Tesmy fishing tutorial


Closing

Wish it helps for the RPG-maker newbie. smile.gif


Thanks for the info.. It allowed me finally finish my fishing tournament in my game.. Also there should be a demo shortly.
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