Submit Your Article Guild Wars 2 Forum RPG Maker VX.com
 
RPG Maker
 

 Username:
 Password:
   Not a member? Register!



Home > Tutorials > RPG Maker VX > Steal skill in RMVX (And RMXP)

Steal skill in RMVX (And RMXP)


Cirka88, the master eventer, here. Today I’m going to show you how to event your very own steal skill for VX (And for XP, since both use pretty much the exact same events).

Note - This tutorial assumes that you have a basic idea of how the events in RMVX or RMXP work. Mainly the use of switches, conditional branches, and inventory modifying.

STEP 1 - Create your steal skill in your skills database. Make sure the skill has no target and initiates a common event named steal (or whatever you want to name it). Now go to your common events and make the common event steal activate a switch named (any guesses?) steal. Finally, go to your troops section of the database and make a new troop. Make a battle event that activates when the switch Steal is on. Also, set the span to turn.

STEP 2 - Inside our new battle event, you want to create a choices event. Due to restraints within the program, we can only make 4 options, thus limiting the amount of enemy’s from the enemy group that we can steal from (This also means that if cancel the choices menu once you select steal you waste that turn for that character). Set cancel to disallow to avoid this, and set the options to enemy 1 through 4 (keep it generalized, since this is just a template that will later be applied to each of the individual troops).

Note - To get around the 4 option limit, I usually make each option apply to a group of enemies rather than each individual enemy.
Example: Steal from:
1. Pirates
2. Ninjas
3. Robots
4. Aliens

It works for me, since I make smaller enemy groups that require strategy as opposed to a small army of fodder monsters.

STEP 3 - Now things get messy... The amount of events required for a complete steal event make the event box a little cluttered. You might want to use comments to make things a bit easier to navigate. Create in the first option (enemy 1) a variable modifier that randomizes a variable named “steal chance” between the 1 and 100.

Now below that create a conditional branch that checks if the number is equal to or greater that, let’s say... 41. If the number is greater than 41, make another conditional branch that checks if a switch named enemy1 is on. If it is, make a text box saying “enemy has nothing, or the like. If the switch “enemy 1“ is off, however (in the else section) text box something along the lines of “Player stole ‘Item’!”, modify the player’s inventory to add the item, and change “enemy 1“ to on. Now in the else section for the initial conditional branch (if the number is greater than 41) make a final text box that says something like “Failed to steal from Monster”.

The random number generated is between 1 and 100 to make it a percentage. The branch that checks if the number is above 41 basically says that there’s a 40% chance of failing the steal, and a 60% chance of success. The >= 41 can be changed to any number between 1 and 100, with the item being harder to steal the close the number is to 100.

STEP 4 -

Note - Don’t complete step 4 until you read the rest of the tutorial, unless you only want each enemy or group of enemies to carry a single item.

With this, we can complete the steal event by copying the events from option 1 to the other 3 options and changing the switch that determines whether the item from that option has been acquired yet (Enemy1 to Enemy 2 for option 2, etc). Also don’t forget to add a switch modifier at the end of the entire event page that changes steal to off again, or else the steal menu will appear every turn even if the character with the steal skill uses another move... Now you can either copy the empty troop that you evented this in, add monsters and change all the appropriate text and item modifiers, OR you can just copy the events from the page into another event page on another pre-made troop and change the above mentioned parts of the event.

STEP 5 - With what we’ve gone through so far, we can now create a pretty good steal event, however what about enemies that carry more than one item? Fear not, I will show you how to do that too.

First off, inside the conditional branch that check if the randomized number is equal to or greater than 41, change the 41 to a 61 (for the sake of this tutorial anyways). Now remove everything from the else section of the same branch and add another identical conditional branch, but make the >= number for this one 21. What this does is creates two successful steal possibilities: 40% chance for each with a 20% chance of failure. Again, these numbers can be modified to make certain items more rare. Also, you can create any amount of branches inside each other to give enemies more items to steal. Make sure to add the “Failed to steal” and “Nothing left to steal” text boxes in the appropriate places. Also, make sure to change the switch check for the second item (From enemy1 to a new switch enemy1b, etc).

STEP 6 - Now, lets say you get a successful steal attempt in the 61+ zone twice in a row. You’ve already acquired the item, and the switch check will stop you from getting it over and over, but there is still the item in the 21+ zone to get, right? You could leave it as is, but this would return to the player that the enemy has no items left to steal, even though they do still have things to steal. So what you do is create a second conditional branch inside the switch check. This second branch will check to see if the second switch (enemy1b (or enemy1 if it hit the second zone twice)) is on or not. If it is, then the enemy has nothing left to steal and you can add the text to tell them that. However, if it’s still off, then you have two options:

1. Add the other item in place of the one they already got since they did still get a successful steal attempt.

2. Add text that tells them that the enemy still has something left to steal. This can be used if one of the items is harder to get than the other (Say 60% chance to get one, and 20% to get the other) so that they still have to get into that 20% zone, but the don’t get the false message that the enemy has nothing left.

STEP 7 - Just like in step 4, now you can copy the event from option 1 to each of the other 3 options and change all the appropriate switches. Add the switch modifier to turn the steal switch off. Now you can either copy the empty troop that you evented this in, add monsters and change all the appropriate text and item modifiers, OR you can just copy the events from the page into another event page on another pre-made troop and change the above mentioned parts of the event. 
Details
Tutorial: Steal skill in RMVX (And RMXP)
Date Listed: Thu, 23 Dec 2010 20:54:12 -0500
Author: Cirka88
Total Hits: 2614


Embed
Short URL:

HTML:

BB Code:



RPG RPG Revolution
RPG RPG Revolution is your #1 stop for game development and console RPG games, as well as those created by people like you. Link to us to support us, so we may grow to be better website community for you.

RPG RPG Revolution is an Privacy Policy and Legal