Charas-Project

Game Creation => Requests => Tutorials => Topic started by: Event on March 13, 2006, 06:10:08 PM

Title: Dummy Training.
Post by: Event on March 13, 2006, 06:10:08 PM
Hello! This is my first tutroial I've wrote here, so shall I begin?

 [GLOW]Dummy Training [/GLOW]

What is it good for : The dummy training would add some realism to your games, instead of battleing out monsters and completing quest, the hero/s could attack dummies to gain exp/stats.

But wouldn't this ruin the leveling : Of course not, unless you let the hero/s use the dummy limitless.

What you need:
RpgMaker 2000 (Might work with 2003)
At least 3 varibles.

Tutrorial:

First we need to make an NPC which would be the dummy, so let's start off with the NPC in CROWN5, bottom left corner, as that looks like a good dummy.

Make sure that the dummy is set to 'PUSH KEY' event start condtions.


Then we can begin by adding a few messages:

<>Message: A dummy. Used to train up skills.
<>Message: Which skill would you like to train up?
Show Choice:
:[STR CASE]                  
<>Fork Option  Varb[XXXX: STR] = Z (For now it is 4)
<>Message: You are too strong for this dummy. There would be no point training on it anymore.
:ELSE Case
<>Varb CH [XXXX: STR] + 1
<>Chang ability:  All members     Attack 1 Incr.
<>Message: You begin to hit the dummy with all your strength and might.
<>Message: +1 STR!

 
(X = Varb Number, Z = How many times you can train that stat up before not being allowed anymore.)
This coding shows that, if the hero has hit the dummy 4 times, the hero/s would not gain any STR of it.

Now to add the final two stats. This can simply be done by copying all the other coding but chagng the Varible number, Messages and Stat increase:

<>Message: A dummy. Used to train up skills.
<>Message: Which skill would you like to train up?
Show Choice:
:[STR CASE]                  
<>Fork Option  Varb[XXXX: STR] = Z (For now it is 4)
<>Message: You are too strong for this dummy. There would be no point training on it anymore.
:ELSE Case
<>Varb CH [XXXX: STR] + 1
<>Chang ability:  All members     Attack 1 Incr.
<>Message: You begin to hit the dummy with all your strength and might.
<>Message: +1 STR!

<>END Case

:[DEX CASE]                
<>Fork Option  Varb[XXXX: DEX] = Z (For now it is 4)
<>Message: You are too quick for this dummy. There would be no point training on it anymore.
:ELSE Case
<>Varb CH [XXXX: DEX] + 1
<>Chang ability:  All members     Agilit 1 Incr.
<>Message: You begin to hit the dummy quickly and skillfully.
<>Message: +1 DEX


Now finally, the last piece of coding:

<>Message: A dummy. Used to train up skills.
<>Message: Which skill would you like to train up?
Show Choice:
:[STR CASE]                  
<>Fork Option  Varb[XXXX: STR] = Z (For now it is 4)
<>Message: You are too strong for this dummy. There would be no point training on it anymore.
:ELSE Case
<>Varb CH [XXXX: STR] + 1
<>Chang ability:  All members     Attack 1 Incr.
<>Message: You begin to hit the dummy with all your strength and might.
<>Message: +1 STR!

<>END Case

:[DEX CASE]                
<>Fork Option  Varb[XXXX: DEX] = Z (For now it is 4)
<>Message: You are too quick for this dummy. There would be no point training on it anymore.
:ELSE Case
<>Varb CH [XXXX: DEX] + 1
<>Chang ability:  All members     Agilit 1 Incr.
<>Message: You begin to hit the dummy quickly and skillfully.
<>Message: +1 DEX

<>END Case

:[ CASE]                
<>Fork Option  Varb[XXXX: HP] = Z (For now it is 4)
<>Message: The dummy's hits are too weak for you. There would be no point training on it anymore.
:ELSE Case
<>Varb CH [XXXX: HP] + 1
<>Chang ability:  All members     Health 1 Incr.
<>Message: You let the dummy swing at you and hit you.
<>Message: +1 HP.

:END Case

Thats all for now, if you have any questions, I will try to answer them.

-Event
Title:
Post by: DragonBlaze on March 13, 2006, 07:18:26 PM
I think this is a neat idea. If something like this was combined with a time system so you could only train a couple of times a day, it would be really cool. Otherwise having something like this at the start of the game would be cool to boost your stats a bit before you start going off to 'save the world'.

So yeah, good idea. :)
Title:
Post by: AsakuraHao2004 on March 14, 2006, 05:22:55 PM
YYYeah, its good for starting out.
Title:
Post by: MrMister on March 14, 2006, 06:05:02 PM
I think it's better if you make training actually interactive and difficult, so they still have to work. Like, in my first game ever I had an obstacle course you could run through, and the remaining seconds on the clock divided by two would be the amount of speed points you got. This is a well made tutorial, though.
Title:
Post by: Event on March 14, 2006, 06:16:30 PM
Thank you for the comments people. =)


Hm... Well, maybe the dummy does a random 'dice' varible which tells you to hit the dummy at the side, in front, or behind perhaps? (Like if 'Dummy target varbile = 4, the hero must hit it on the left side to gain a 'successful hit' point?)
Maybe give a timer and the amount of succesful hits needed to get the stats.

I could try and improve it to give more interaction with the player.

Edit: I've finsihed making an interactive one, but the timer stays on even though I put in 'timer stop' command and I've used lots of Forks.
Title:
Post by: Desimodontidae on March 14, 2006, 09:14:46 PM
What about, there's a countdown of 3, then the side you're supposed to hit him at (up, down, left, or right) will show up on the screen. You'll have a few seconds to hit the corresponding button, but if you're too slow it'll say "Miss!" and you dont get your point.