![]() ![]() To add your luck to your mining chance is unnesessary, this is just a fun extra.Ĭhange Varriable: =Random No. Adding it to the conditions of a mining event might be just the thing to give it validity. Of all the stats in the game, it is the weakest, adding a nominal boost to chance to avoid/apply states. Luck is a stat that every player has, but that barely affects the game. ![]() If the player attempts to use the event, the event explains that the mining point is depleted to prevent confusion.Īs most people are more familiar with using extra event pages for this, and since a graphic change after depleting the vein may be desireable, my detailed version of this event uses a second page: The fact that self switch A has been switched on then prevents the condition from being met if the player attempts to interact with the event again, preventing the player from getting more ore from the event. If self switch A is off it turns self switch A on and runs the event. This format would keep the entire function on one page, which I personally prefer for organizational reasons. My first iteration of this event will rely on a condition branch/self switch to tell the event whether or not it has already triggered.Ĭondition Branch: Item is in inventory If you are doing a one-shot quest and don't want 99 unusable ore in inventory, it may be helpful to have the mining event deplete after one use. I will also add a text line to give the player an explanation that the event is no longer available for mining. I will turn on a self switch to trigger the event page or condition branch. I will add either a page or a condition branch. In this section, I cover something most viewers will already know from the tutorials how to shut the event off again after one use. ![]()
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