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Something that I'd add to yours is that at the line "if party has <itemName>" this will translate to if they have it in their inventory, and not equipped - meaning it's a passive effect.
Personally, I prefer to have passive effects in a separate category in skills, rather than as an item.
But if it works, it works!
This guide is very useful (I mean this in a good way) on how to do rote-level Javascript coding within the RPG Maker editor itself. People should note that what they're doing is a form of coding, as you could achieve everything inside of an event from a script call. For instance, I made a plugin that runs a function for that map. The plugin is literally extra code I wrote for only one map to use. A plugin - for 1 map - in 1 game - entirely for the developer and no one elses.
A game's systems should be structured, but they do not need to be and may not always be able to used anywhere. Your systems should serve a purpose and much like the leveling system created here in this wonderful guide you should have a framework for knowing how to write a level formula as you will be creating a whole new stat that the player can technically access and manipulate, so it should come with code that address the new stat specifically.
◆Control Variables:#0035 Fish EXP to Grant += EXPtoGive
◆If:Party has Perch Lure
◆Control Variables:#0035 Fish EXP to Grant *= 1.5
◆
:End
◆Comment:Make sure to round the number after making the multiplication (if any done)
◆Comment:(Math.ceil(number) - Round UP always, Math.floor(number) - Round DOWN always, Math.round(number) - Round up/down based on closes to 0 or 1)
◆Control Variables:#0035 Fish EXP to Grant = Math.ceil(Number($gameVariables.value(35)))
◆Comment:Grant the EXP to this current level's progress.
◆Control Variables:#0032 Current Fishing EXP += Fish EXP to Grant
◆If:Current Fishing EXP ≥ Fish EXP Needed to Next
◆Wait:35 frames
◆Play SE:Saint5 (90, 100, 0)
◆Play SE:Flash1 (90, 100, 0)
◆Show Balloon Icon:Player, Heart
◆Control Variables:#0013 ✰ Fishing Level += 1
◆Comment:Add total
◆Control Variables:#0033 Total Fishing EXP += Current Fishing EXP
◆Comment:Get remainder
◆Control Variables:#0036 Fish Remainder EXP = $gameVariables.value(32) - $gameVariables.value(34)
◆Comment:Reset Current EXP
◆Control Variables:#0032 Current Fishing EXP = 0
◆Comment:Add remainder
◆Control Variables:#0032 Current Fishing EXP += Fish Remainder EXP
◆Comment:Get new needed EXP
◆Control Variables:#0031 Fishing Level Formula = (($gameVariables.value(13) - 1) + $gameVariables.value(13)) * 30
◆Control Variables:#0034 Fish EXP Needed to Next = Fishing Level Formula
◆Comment:Show Level up message
◆
:End
\v[13] = ✰ Fishing Level
\v[31] = Fishing Level Formula
\v[32] = Current Fishing EXP
\v[33] = Total Fishing EXP
\v[34] = Fish EXP Needed until Next Level
\v[35] = Fish EXP to Grant
\v[36] = Fish Remainder EXP (This is for level ups)
UNREFERENCED:
\v[???] = EXPtoGive
(This is because in my system, this is done with a cute JavaScript trick)
MY TRICK:
// After determining the item, you save its ID to a variable, then you can get information from it !!!!
var item = $dataItems[$gameVariables.value(55)];
var exp = item.meta.FishEXP.split(",");
// FishEXP is a unique <notetag> on the item in the database
// It goes like <FishEXP:33,55>
// Min number and max number.
// A random number between min and max is chosen as how much EXP is earned.
$gameVariables.setValue(35, Math.random() * (Number(exp[1]) - Number(exp[0])) + Number(exp[0]));
// So now the amount of EXP the player will earn is set here.