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neilH1978

Reward System

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Like in (Destiny of an Empire) How can I add a Rations System, where it goes

down after each step per parties amount of Hp's?

Is there any way you can make the boat, ship, or air ship faster? (sprinting)??

I want to make some quest in the game that you collect things and give them

to the person and get a reward.

First I am making a Rewards board with tons of quests on it. Then I would

like to know how to select one and play it. Get the things then hand them in,

collect the reward. Also make them repeatable. Ex: get 2 copper bars and 5

steel bars, hand in and they give you a choice to pick what you want.
A Sword, 700 gold, or 350 Experience.

How can I make a World of Warcraft type skills in the game. Herbal-ism and

make potions?


 

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  • Rations system I'm not too sure about. I've never used anything like it.
  • Collecting items is a bit complicated, but not too bad. You may want to use a script to make it run better. Let me use an example from my game. There's a quest where you have to slay some giant turtles and collect their shells. In my game, the shells are a quest specific item so I made a switch to check if the quest is in progress. The player runs into a Troop of three turtles. Under Troop Events, you'll make 3 pages, one for enemy that can drop shells. One the first page, under the Conditions tab, check the box "If state is inflicted" Choose Death from the dropdown and put enemy1 (the first turtle) as the enemy. Have it run once per "Battle" If you want it to be a guaranteed drop, go under Change Item and add the shell. Add some text stating the player got a shell, too so the player knows they collected one. If you don't want the drop be 100% succesful, you'll need a random number variable and some conditional branches. I'll cross that bridge for you later if needbe. Copy and paste this into the other two pages and change enemy1 to enemy2 and enemy3.

The way Troop Events run is kinda wonky. When every enemy is dead it skips any additional eventing and goes to the victory script. That means the last turtle the player kills will never drop a shell because that eventing gets skipped. This script will make it run the rest of the event.

 

If you want the player to stop being able to collect shells after the required number is hit, read this paragraph. If not, skip to the one below. Make a variable that will count how many shells the player has. 

Under where you put the Change Item command, go under Control Variables and add 1 to the variable you just made. Then make a Conditional Branch. If variable001 = 3 (or whatever the required number is, switch001 = OFF (the switch that started the event)

 

This can actually go on the NPC event that the player is collecting them for. Under Control Variables, There's a button for Game Data. Under that, there's a dropdown box for the Player's inventory. Select the shells from that. The variable will be set to the number of shells the player currently has. Then make a conditional branch that checks if that variable is equal to 3 (or however many shells the player should have). If it is, make all the commands to give the player the reward and end the quest.

 

  • I have a very simple crafting system in my game using events, If you're planning on making something more complex, there's actually a few scripts for it on this forum.
  • Same goes for reward boards. It can be done through eventing, but I;m pretty sure there's a script for it, too.
Edited by lonequeso

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