Worldofjimmy Posted January 20, 2019 Share Posted January 20, 2019    Here is the tiny tutorial to create a skill that works similar to RuneScape Mining. This can be altered for other resource skills as well.  Date: January 20th 2019 Guide Written During Beta 5.1  Credits to Ainz Ooal Gown for helping me with the final piece: Spoiler 21 hours ago, Ainz Ooal Gown said: If your using player variables for example "Mining EXP" & "Mining Level" and want the "Mining Level" to increase when "Mining EXP" gets to a certain point you can use a condition for player variable "Mining EXP" is equal to or greater than.  Example:  Condition: Is Mining EXP => 1000 Then Mining Level = 1 Else Condition: Is Mining EXP => 2000 Then Mining Level = 2 Else Condition: Is Mining EXP => 3000 Then Mining Level = 3  And so on...  Hope this helps.   Add two Player variables - Mining (Keep tracks of experience) - Mining (Keep tracks of mining level) -Take a note of the Mining Text Id: \pv 4 we will use this later -Mining Level Text Id: \pv 5. Spoiler  Next create 2 Common Events - Mining Experience (Will add experience whenever a player successfully mines) - Mining Level (Will level up when Mining Experience reaches a certain level) Spoiler  Next Edit the event Mining Experience - Set Player Variable Mining and add 1 as the image below Spoiler  Next we have to make the Mining skill level up as we gain experience We do that with Conditional Branches -When Player Variable Mining is equal to 5 amount of experience -We set Player Variable Mining Level to 1 -If Player Variable Mining is equal to 6 we then set Player Variable Mining Level to 2. Spoiler  Next we have to connect the Mining to a resource In Resource Editor add the Common Event Mining Experience. Now we gain experience for mining. Spoiler   Next we can add a Mining Level requirement for Mining better ores. This time we Edit the Harvesting Requirements. We add a condition that the Player Variable Mining Level has to be greater or equal to Mining Level 2. Spoiler   To display the Experience and Mining Level in game we can do this with events Remember the Text Id we took note of in the beginning. Create a new event on the ground and add Show Text with this inside: "\pn mining exp: \pv{4} \pn mining level: \pv{5}" Spoiler  When the player interacts with the event the result will show the following  Beefy Kasplant, Justn, Ainz Ooal Gown and 1 other 4 Link to comment Share on other sites More sharing options...
Beefy Kasplant Posted January 20, 2019 Share Posted January 20, 2019 Nice tutorial. Â However, you don't need to have a mining level. Just work with experience alone. Â Keeps it easier and cleaner. Worldofjimmy 1 Link to comment Share on other sites More sharing options...
Ainz Ooal Gown Posted January 20, 2019 Share Posted January 20, 2019 Nice tutorial mate Worldofjimmy 1 Link to comment Share on other sites More sharing options...
RaalB Posted July 27 Share Posted July 27 I know this is an old topic but it's most closely related to what I am looking for. Â Utilizing this guide but doing things a bit differently - is it possible to create a system for skills (we'll use RuneScape as an example) that works similarly? Â If I want to allow players say, to go out and purchase items necessary for harvesting materials (axes, picks, etc) and be able to use novice tools on low level resources (with lower exp gains), Gain experience, level those skills up, and be able to purchase and utilize higher tier tools on higher level resources (with higher exp gains) - Could I achieve this? Â Quote Nice tutorial. Â However, you don't need to have a mining level. Just work with experience alone. Â Keeps it easier and cleaner. Â I also saw this and wondered what you meant - if you remember? Is there an easier and cleaner way to create skills? Â I know it's been a while for this thread, but I didn't want to start a new post as this was similar. Link to comment Share on other sites More sharing options...
Gibier Posted July 27 Share Posted July 27 41 minutes ago, RaalB said: I know this is an old topic but it's most closely related to what I am looking for. Â Utilizing this guide but doing things a bit differently - is it possible to create a system for skills (we'll use RuneScape as an example) that works similarly? Â If I want to allow players say, to go out and purchase items necessary for harvesting materials (axes, picks, etc) and be able to use novice tools on low level resources (with lower exp gains), Gain experience, level those skills up, and be able to purchase and utilize higher tier tools on higher level resources (with higher exp gains) - Could I achieve this? Â Â I also saw this and wondered what you meant - if you remember? Is there an easier and cleaner way to create skills? Â I know it's been a while for this thread, but I didn't want to start a new post as this was similar. Since it's from event yes you can easily do that but without a real interface so the end result will always be this: Though whiteout a tutorial it would be hard to explain... Guess I can make one and add it to my event tutorial page... I would guess that he meant that stone require XP amount instead of level so something like this: bronze ore need lvl 3 mining (300 xp to get there) so instead of "bronze ore need lvl 3 mining" just go straight with "bronze ore need 300 xp mining" which personally isn't the end result that I would want in one of my game RaalB and Vio 1 1 Link to comment Share on other sites More sharing options...
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