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Resource Skill Mining


Worldofjimmy

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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

d6c530825bea231c010dd2ff8d982eac.png

 

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

627ba723f68396cc5379b1aa7138ba80.png

 

Next Edit the event Mining Experience

- Set Player Variable Mining and add 1 as the image below

Spoiler

e4aff3e79cf9271c5974d52d6232181d.png

 

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

2b2495c1734945e2399a5a9a0872cc94.png

 

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

b2db25df837cd8a2c0d9d3c1b277d026.png

 

 

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

5e3c595b5c67f394f217f494f2d0f244.png

 

 

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

5c366ca0997c7e37bbaa155f68d29772.png

 

When the player interacts with the event the result will show the following

22c444914eafc056440cc345df9a1000.png

 

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  • 5 years later...

I know this is an old topic but it's most closely related to what I am looking for.

 

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?

 

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?

 

Quote

Nice tutorial.

 

However, you don't need to have a mining level. Just work with experience alone.

 

Keeps it easier and cleaner.

 

I also saw this and wondered what you meant - if you remember? Is there an easier and cleaner way to create skills?

 

I know it's been a while for this thread, but I didn't want to start a new post as this was similar.

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41 minutes ago, RaalB said:

I know this is an old topic but it's most closely related to what I am looking for.

 

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?

 

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?

 

 

I also saw this and wondered what you meant - if you remember? Is there an easier and cleaner way to create skills?

 

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:
22c444914eafc056440cc345df9a1000.png

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

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