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The following post will show you how to create your on Game on RPG Maker MV without Plugins for commercial use.
Today I will show you how to create a durability-system for the player tools wihtout using Plugins and how to make resources more then one time collectable.
For my example we will use a Pickaxe as tool for collecting ressources like copper or iron and so on. At first we create the Pickaxe as an Item and we say it should be a special Item. We set no price because the player should not sell a worn tool. It is not consumable, no target but usable from the inventory and it will have a use there.
We set there no animation, because the animation should appears only if the player want to collect resources and not by using it in the inventory. As effect we say to start a Global Event.
The event will only show a text and say the player how much durability the tool have. My text says: The durability of this used pickaxe is \V[25].
\V[25] is the Variable #0025 we will use for the durability.
Now the Item itself is finished.
My system for resources and durability is extremely complex but I tell you only the important things for a simple system. We will need resources. For the example we use copper. The first page is empty but have the priority under the player, because it should be random to find in this dungeon copper or not. The second page is the ressource. We will need a Variable for each resource. I use #0298 and say it should be equal or bigger then 4 because I want to set every Variable of this sort in this Dungeon random between 1 and 10 oder 0 and 10. Before the condition we need a directle call to our global Event we will create.
We use a grafic for this Object. The option is fix, because the object should not turn around if the player talk to it from another side. Priority is like the player, so the player can't move into it. I use a special variable, because I put every condition for every resources into only one global event. So I have to number the type of the resource. There is no need for you if you split them in more then one global event like recources like copper and iron in one global event, wood in another one, food in another one and so on. If you not split them, don't forget to set the condition in your global event because of using different tools.
We will also need a condition for a switch because if the player have not the right tool the event should not work or say the player "you need the right tool". If the player have the pickaxe, in the condition the variable #0298 must set to 11 or higher, because it should disapears for this time.
The last page of our copper is empte with no grafic but the condition of #0298 must be greater or equal to 11 or a higher number if you wish. Priority is under the player.
Now we need the global event and I will tell your only the basics you have to know.
My global Event for all resources including the copper is #0039 and what do we need there?
Think about the conditions. If the player have the pickaxe, he can get copper, if not, then not! Your condition can ask for the item or for a variable if you have another event to set a number for a special variable you like to use for it. If the conditon is true, we can set an animation for it, give the player EXP and 1 or if you like more, then more copper. My conditoin ask for special things like luck if you have a better tool or working abilitys and so on. That's why it looks like this complex. For the basics, you don't need this special things.
I add the copper by using variable #0027 because of my compley system. You can also add a fix amount. If you use the Variable, you should tell the player by using \V[27] for Variable #0027 how much copper the player get.
If the player have not the right tool, you should tell him. If you set everything in one global event, you should use "Label" and "Jump to Label" like you can see, I have it for different tools all in one global event.
Also If the player have the right tool, we have to check the durability. I set the durability of the my copper pickaxe to Variable #0025 and after collecting the rescources the durability decreases by one.
It only works, if the player get a durability like 10 or more when the player gets the pickaxe. We need also an event to check paralell, if the durability is 0 or less in another global event. If it is 0 or less, the tool should break maybe with a sound and we decrease the pickaxe as item by one. Now you have your durability system. The pickaxe breaks if the durability (your variable) fall below 1 and the pickaxe get durability if the player craft them or get it from quests.
See you next time Game Makers^^