I see that the basic tileset has a crystal ball table. I would like to know to how other game maker developer did it? Do you use the tarot cards, hot reading, and cold reading? I am talking about the game machinic. I know how to use a conditional branch and switches. I would like to know the logical steps to achieve this.
Please explain in the simplest form as possible because I am just a beginner. Thank you for a participation in advantage.
How to should I implement a fortune teller in RPG Maker MV?
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Are you talking about graphics, or the game mechanic?
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@MushroomCake28 sorry for the miscommunication. I am talking about the game mechanic.
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Well, it depends what you want it to do. It could be something trivial, like saying nothing useful and just being a superstitious charlatan. It could also be used to tell the player some completion information, like the amount of chest remaining, the number of side quests remaining, or even predict the next part of the story (like "I can see flame emerging from everywhere" if the next dungeon is a volcano).
In the game Tales of Symphonia, it was used to inform the player of the affection level between characters. Like A asked the fortune teller about B, and the fortune teller said something different depending on the affection level between both (example: "He is your soul mate!" if the affection level is high, "He is a good friend" if is average, or "You two are not compatible" if it's low).
To summarize, it really depends what you want it to do. You can pretty do almost everything you want. -
Another option would be to make it sort of a fun distraction, by coding in the logic from the old Magic 8 Ball toy. Have the user input a question and the fortuneteller returns one of 8 answers. Would also be a pretty sweet pop culture reference once players started seeing the answers.
And you could still trigger a random event where at some point the answer is pertinent along MushroomCakes reply.
Oh, and if my answer here isn't clear, then just - *shake shake shake* - "Concentrate and ask again." -
@MushroomCake28, thank you. I like the fortune teller to inform a player of the amount of chest remaining in the town, please show me the steps by the steps just the generally:eswt:
I would to like you to assist me to the idea of luck system. I think of this source of think which based on the idea of fate or destiny. I would like to create an event which depends on the fortuneteller forecasts an event if a good event is increased lucks and if a bad event is decreasing lucks.
Sorry for such exhaustive pleas.
:cutesmile:Your idea of the relationship system is interesting but I do that a later date.
@Guanto, thank you. I do not know to code javascript yet, but it is a creative idea indeed. -
For the number of remaining chest, you need to predetermine the number of chests in your town. Then, you need to set a game variable to count every open chest. So in each chest event, you would do +1 to that game variable. Then it's easy to determine the number of chest left (total chest - opened chest).
As for your luck system, I don't quite understand what you're trying to do. What you can do is set a game switch to TRUE when talking to the fortune teller, and unless that switch is set to TRUE your event won't trigger. -
I just try your recommendation for the counting of a chest. I have four chests in a town. From what I understand from you, it is work but when the text display it is displayed with a negative sign. I do not want the negative show up in the text. Here I show you what I have done:
1. I used quick event creation: treasure and
2. In its first page, I create a control variable: open chest += 1 in every four chests.
3. I create a fortuneteller event; the first page is a control variable: open chest -=4 and control self-switch: A = ON.
4. The second-page fortuneteller event is the text "The number of chests left: \V[8]."
The problem is I do not get to how"to determine the number of chests left (total chest - opened chest)"
I will list my logic of The luck system like the fortune cookie, I hope this help to be more clear to be able to assist me.
1. When a player asks the fortuneteller to tell him or her a fortune, a control variable: ??? is on that has the random operand (?? -??).
2. I am defining the control variable = 1, 2, 3, and more with conditional beaches.
3. For an example of conditional beaches: Show Text: " This day is not a good day for adventure."
4. Below the show text, change parameter bar ----> Actor (Fixed), Parameter(Luck), Operation(Decrease), Operand( 1).
Do you think it looks good and it is going to work? :esrs: -
I just try your recommendation for the counting of a chest. I have four chests in a town. From what I understand from you, it is work but when the text display it is displayed with a negative sign. I do not want the negative show up in the text. Here I show you what I have done:
1. I used quick event creation: treasure and
2. In its first page, I create a control variable: open chest += 1 in every four chests.
3. I create a fortuneteller event; the first page is a control variable: open chest -=4 and control self-switch: A = ON.
4. The second-page fortuneteller event is the text "The number of chests left: \V[8]."
The problem is I do not get to how"to determine the number of chests left (total chest - opened chest)
Why are you doing -4 on the first page at step 3. And for the number of chests left, you can define a new variable, set the value to 4, and then remove the number of chest opened (previous variable). So for example, set V9 to 4, then do V9 - V8, so V9 will be the number of chests left. Now display V9 instead of V8 in the window.
I will list my logic of The luck system like the fortune cookie, I hope this help to be more clear to be able to assist me.
1. When a player asks the fortuneteller to tell him or her a fortune, a control variable: ??? is on that has the random operand (?? -??).
2. I am defining the control variable = 1, 2, 3, and more with conditional beaches.
3. For an example of conditional beaches: Show Text: " This day is not a good day for adventure."
4. Below the show text, change parameter bar ----> Actor (Fixed), Parameter(Luck), Operation(Decrease), Operand( 1).
Yeah that should work fine. -
"Why are you doing -4 on the first page at step 3." I thought it works silly of me.
In step 3 now, the first page of a fortuneteller has a control variable: # 9 total chest = 4, a control variable: # 9 total chest -= open chest, and control self -switch: A = ON. I change \V[9]
Now the issue is when a player asks the fortuneteller first before open any of the chests, the number of the number of a variable display constantly becomes 4.
Another problem, for example, when I open a chest and ask the fortuneteller is constantly saying 3 when I keep asking.
Thank you for your help so far. -
Don't do the fortune teller event on 2 pages with self switch. Self switch don't reset every time you trigger the event. What happens for you is that it set V9 to 4, then remove V8, then activates self switch A. That way it won't be able to update because it won't recalculate. Put everything on one page and remove self switches.
So:
V8: the variable that gets +1 every time a chest is opened.
V9: the variable to get the number of chest left.
When you start the event with the fortune teller:
V9 = 4; then
V9 -= V8; then
Display in window number of chest left: V9 -
@MushroomCake28 Thank you, it works and thanks to you for teaching me too.