The player has reeled in the fish in time. Inside, set Self-Switch A to ON and another Variable (fish escape) to 0, and then break the loop. Inside the loop, add a conditional branch (check "Set handling when conditions do not apply") that checks for igger?(:C) like before. Outside of that loop and inside the conditional for the item, add another loop. Second, we will implement the period after the fish bites. Inside that branch, show a balloon icon on the player and make sure "Wait for Completion" is ticked off, then break the loop. Add another conditional branch (unchecked) to check when (fish wait) is equal to 0. Add a Wait command for 1 frame, then subtract 1 from the (fish wait) variable. Remember this is for when the player is too early. Optionally, you can add some sound effects and show some text. Inside that conditional branch, set Self-Switch A to ON and Exit Event Processing. This branch handles the events that occur when the player reels in too early. This will check for player input, namely the C button (Z Key). Inside the loop, add a conditional branch (check "Set handling when conditions do not apply") that checks for the script call igger?(:C). You can adjust the range of the numbers to change the duration. Inside the conditional branch, set a Variable (fish wait) to a random number between 60 to 200. You can add some text, show choices, and change the player's graphic to make it look nice.įirst, we will be implementing the time period right after the player begins fishing and before the fish bites. Simply make a Conditional Branch (check "Set handling when conditions do not apply") and check to see the required item is in the inventory. We need to make sure the player has the necessary items to start fishing. Part 1: Item Check You may skip this step if the player isn't required to have any items to start fishing. In the items tab of the Database, create your items for the fishing rod and the fish. The event will only determine the fish that be caught and call the common event, making it easy to copy and paste the event many times. Our fishing spots will be events that consist of two pages: one to catch the fish and one to respawn the event. We'll be setting up a common event named "Fishing". Without this fix, button inputs would feel unresponsive. This essentially swaps the two lines and is required for this system to work. Comment out Fiber.yield and paste Fiber.yield on the line below = nil. Find Game_Interpreter and go to line 106. Parallel Event Bug Fixīefore we get started with the eventing, we must fix a bug that is included with RPG Maker VX Ace. Interact with a fishing spot and press the Z key when the exclamation balloon appears to reel in a fish.īecause this system is evented, it is possible to use this in other RPG Maker versions, with some modifications to script calls. This is a tutorial on making an evented fishing system (or any sort of reflex event), as seen in Gate of Providence! Engine: RPG Maker VX Ace Difficulty: Easy Introduction An event that requires pressing the correct key during the required timeframe to succeed.
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