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Sweet Scent like skill in RM2k

This tutorial will teach you how to make a skill similar to the Sweet Scent skill in Pokemon games. If you don't know what that is, its a skill that lures an enemy to you, instead of walking around waiting for a random encounter.

First, open you project. We'll need to make a switch called "SweetScent" or whatever you want to call the skill. Then, in the database go into the skills section. Make a new skill, and name it to whatever you want the Sweet Scent skill to be called. Make the type of skill to switch. Now check field and leave battle blank. Make the switch it activates the one you made.

Now, make a test map. Put whatever enemy you want to random encounter there. Now, make an event. It should be an invisible, auto start event, activated by the Sweet Scent skill.

Make a message saying "Attempting to lure and enemy..." and then another saying "..." and another "...", now, make two variables: Lure Chance and Monster Chance. Go to change variable and select lure chance. Put the the option to random number and put 1 and 2(or 1 and 4, 1 and 6, whatever you want the chances to be). Now make a fork option and put: "If variable: "SweetScent" = 1" and put else case. Inside the one, make a message saying "Success!".

Now, if you have one monster group on that map, skip this.

Now, make another variable change and put Monster Chance and random number to 1 and x(x=how many monster groups you have).

Just to make things alittle less confusing, this is what the codes should look like:

<>Messg:You are attempting to lure an enemy...
<>Messg:...
<>Messg:...
<>Variable Ch:[xxxx:Lure Chance]Set, Randm[1*2]
<>FORK Optn:Varbl[xxxx:Lure Chance]-1
<>Messg:Success!
<>Variable Ch:[xxxx:Monster Chance]Set, Randm[1*x]
:ELSE Case
<>
:END Case
<>

Okay, now make a fork for every number of monster groups like so:
<>FORK Optn:Varbl[xxxx:Lure Chance]-1
<>Messg:Success!
<>Variable Ch:[xxxx:Monster Chance]Set, Randm[1*x]
<>FORK Optn:Varbl[xxxx:Monster Chance]-1
<>Strt Combat: XXXXx2
(Lets assume you only have three monsters groups, you'd do this.)
:END Case
<>FORK Optn:Varbl[xxxx:Monster Chance]-2
<>Strt Combat: YYYYx2
:END Case
<>FORK Optn:Varbl[xxxx:Monster Chance]-2
<>Strt Combat: ZZZZx2
:END Case
Okay, that takes care of the Success section if you have more than one monster group.

If you only have one, than do this:
<>FORK Optn:Varbl[xxxx:Lure Chance]-1
<>Messg:Success!
<>Strt Combat: XXXXx2
:END Case

OKAY, now on to the failure. All you do is make a message saying "Lure Failed". Out of the forks, the last line of code should be
<>Change Switch:[xxxx]-OFF Set.

There! Now all you do is do this with all the maps with monster groups. I will update later with an RMXP version, item lures(monster specific lures, higher lure rate, etc) and area specific luring(area monsters like on a world map, or grass like in Pokemon), and such. Hope this helps!
 

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