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Sweet Scent type skill(RMXP Version)

This tutorial will allow you to create a Sweet Scent type skill in your game. For those who don't know, Sweet Scent is a skill from Pokemon that allows you to lure enemy to you, instead of waiting for a random encounter. This would be helpful for people playing your game who want to train.

http://i56.photobucket.com/albums/g182/Musashi999/SweetScent01.png[/IMG]
First thing you want to do is make the skill. Go to your skills tab in the database and make a new skill called "Sweet Scent"(You could call it something else, of course). Now for Occasion, select "Only from the Menu", and Common Event, put
a blank one. Now, go to your common events tab, and name the one you used in your skill to the name of your skill. The trigger should be none, and the only command you should put is Control Switch. Make a new switch, also named after your newly made skill. Select that as the switch your using, and put Operation to ON.

http://i56.photobucket.com/albums/g182/Musashi999/SweetScent02.png[/IMG]
Now, make a test map. Put two monster troops set to that map. Now make an event in the corner, no graphic, and autorun. It's switch requirement should be the switch we just made. Make three messages: "You are attempting to lure an enemy."; "..."; and "...".

Now make 2 variables. "Lure Chance" and "Troop Chance". Go to control variable, "Lure Chance", and set. Go down to Random Number and put 1 and 2.(If you want to make luring a monster rarer, set it to 3 or 4, but not higher than that.) Make a Conditional Branch, with the condition being Lure Chance equaling 1, and check "Set handling...". So far, the event's commands should look like this:
---------------------------------------------
@>Text:Atempting to lure an enemy...
@>Text:...
@>Text:...
@Control Variables: [xxxx:Lure Chance] = Random No. (1...2[or 3 or 4])
@Conditional Branch: Variable [xxxx:Lure Chance] = 1
@>
: Else
@>
: Branch End
---------------------------------------------

Now, under Conditional Branch, make a message saying "Success!". Now, if you have just one troop on that map, then just start a battle with that troop. If you have more than one, than make a control variable command with "Monster Chance", set, and random number(being 1 and how ever many troops you have on that map). then make another conditional branch, the conditions being Monster Chance equaling 1. If you have only two troops, check "Set Handling...", if you have more than two troops, don't check it.

This is how your event should look like now:

---------------------------------------------
@>Text:Atempting to lure an enemy...
@>Text:...
@>Text:...
@Control Variables: [xxxx:Lure Chance] = Random No. (1...2[or 3 or 4])
@Conditional Branch: Variable [xxxx:Lure Chance] = 1
@>Text:Success!
@>Battle Processing: TROOPxNO.
@>
: Else
@>
: Branch End
---------------------------------------------
OR
---------------------------------------------
@>Text:Atempting to lure an enemy...
@>Text:...
@>Text:...
@Control Variables: [xxxx:Lure Chance] = Random No. (1...2[or 3 or 4])
@Conditional Branch: Variable [xxxx:Lure Chance] = 1
@>Text:Success!
@>Control Variables: [xxxx:Monster Chance] = Random No. (1...X[X being no. of troops])
@>Conditional Branch: Variable [Monster Chance] = 1
@>
:Else(if only two troops)
@>
:End Branch
: Else
@>
: Branch End
---------------------------------------------
Now make a battle process(the first troop) for the first condition branch. If you have the else case, simply make a battle process for the second troop.
If you have more than two, make a conditional branch for every troop.
@>Conditional Branch: Variable [Monster Chance] = 2, 3, 4, etc.
And make a battle process for each troop in their respective conditional branch.

Now, in the first conditional branch's else case, make a message saying "You have failed to lure an enemy.". And in last command line, make a control switch command, turning your skill's switch off.

Congratulations! If you have done everything right, the event should look like my picture, and you have a working Sweet Scent skill in your game. Now, copy that event and tweak the monster chances and battle processes to match all of random encounter maps.
----------------------------------
Hope this helps. I will soon make a alternate version with bait items, instead of a skill. This way you can have items will different luring chances.
 

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