Charas-Project

Game Creation => Requests => Tutorials => Topic started by: EXO Muffin on July 13, 2006, 10:15:53 AM

Title: Alchemy Tutorial
Post by: EXO Muffin on July 13, 2006, 10:15:53 AM
Hello, and welcome to my tutorial! As you know I haven't posted in...*looks and watch*...I have no idea, actually, but pretty freaking long. Well, if you are asking why, it's because I have a slow computer, the main page won't load for me, probably because of low bandwidth or something and because I use Internet Explorer, which sucks. :luvff:

Now, on to the tutorial! This tutorial is about how you can make some transmutation spells! Yay. Alrighty...

{By the way, any terms asterized,(in *'s) means you can replace that with whatever you want.}

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--------STEP 1-----------------------

Okay, first thing first. Open the database and go to Common Events. Make an event called "*Pyrotechnics*."
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--------STEP 2-----------------------

Go to Skills in the database, and make a skill called "*Pyrotechnics*." Make it a switch event that switches on "*Pyro ON*." Go back to the Common Event called *Pyrotechnics*, and make it an auto-start triggered by the switch, "*Pyro ON*."
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--------STEP 3-----------------------

Go to Items, and make an item called,"*Hydrogen Capsule*," and one called, "*Ink*." Make them both Common Items.
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--------STEP 4-----------------------

Go to the Common Event, *Pyrotechnics*, and make a conditional branch/fork that looks if *Ink* is in your inventory. Custom Handlers=A message saying,"*Not enough material*." Now, make a Variable Operation that sets "*Hydrocaps*" to the number of Hydrogen Capsules contained. Make another Fork that sees if *Hydrocaps* is zero. If so, then make it activate a message saying, "*Not enough material*." Make a new Variable Operation that sets the variable, "*Int(Pyro)*" to your alchemist's intelligence. Make a Variable Operation that multiplies *Hydrocaps* by *Int(Pyro)* and sets the product in variable,"*Pyro Damage*." Then, make a variable operation that generates a random number and sets it to the variable,"*Alchemy Chance*." Make another that adds your alchemist's level to *Alchemy Chance*. Now, create a Fork that checks if *Alchemy Chance*is *50 or greater*. If it is then go to step 5A. In the Custom Handler go to step 5B.
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--------STEP 5A----------------------

Then make it wait 0.0 seconds. Then show a battle animation of an *explosion* or something that can look like it's attacking anyone, if you get what I mean. {Optional:Make a Fork check if "*MonsterFireResistance*" if it is 1. No custom handler.Repeat with checking if its 1, then 2 ,3, 4,5, and 6. I'll explain later.}Then make it drop the variable, "*Monster HP*" by *500* {if *MonsterResistance* =1, if you wanted to do the optional thing, dropping the damage, as you go up in *MonsterFireResistance*.}
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--------STEP 6A----------------------

Make a Variable Operation in all of your monsters that sets the variable, *Monster HP* to your Monster's HP. Then do the vice-versa, and you should loop this somehow so their always the same. {For the optional thing, you have to set *MonsterFireResistance*, *MonsterIceResistance*, and so on, for EVERY SINGLE MONSTER. Yes, it's a hastle, and I wouldn't do it, but it'll make your game better.}Since you did this, it'll make it so when you subtract from *Monster HP*, it actually damages the monster's HP. Make it wait 0.0 seconds.Make an Item Management command that subtracts 999 Hydrogen Capsules and one that subtracts 1 Ink.Wait 0.0 seconds.Then make it turn the switch, *Pyro ON*, off.

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--------STEP 5B----------------------
This is what happens when you aren't a very skilled alchemist and you make the transmutation backfire! Tsk,tsk,tsk. :bad boy:
Now, make it do the same animation as before. Make it do 500 damage to YOU, though. {Optional 2: You could also make it take your limbs, or inflict you with a negative status condition, or something.} Wait 0.0 seconds.Make an Item Management command that subtracts 999 Hydrogen Capsules and one that subtracts 1 Ink.Wait 0.0 seconds.Then make it turn Pyro ON off.

And that's it! If you would like more tutorials then just say so.
Farewell!
Title:
Post by: the keyblade master on July 13, 2006, 10:25:43 AM
Sound's very nice, could be awsome with good BA and such...
Nice job, keep at it  ;)
(still hoping to eat u someday)
Title:
Post by: Archem on July 13, 2006, 06:01:39 PM
Heh. As simple as it sounds, I never thought to do that... Of course, I've never needed it...

BTW, it's {IMG}{/IMG}, but with [] instead of {}.
And: http://www.mozilla.com/firefox/  
It'll do you a world of better than IE/.
Title: Thanks!
Post by: EXO Muffin on July 13, 2006, 07:02:01 PM
Well, I thank you for your gratitude towards me.
Heh, you know, I wrote this at 4:00 AM? Yes, that late.
But there is an error. I forgot to make it subtract 1 Ink and 99 Hydrocaps from your inventory after it hits you or the monster.
I'll  go edit that right now.
Title:
Post by: aboutasoandthis on July 13, 2006, 07:55:01 PM
I have something like this in my game, but it's more along the lines of a Mix skill. What you have works though. Good Job.
Title:
Post by: oooog on July 13, 2006, 08:04:58 PM
Firefox is a douchebag towards I.E.  I hate it, but I need to to access this forum.  And I love you guys.


Nice tutorial by the way.