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    random # generators??

    does anyone know of a way to create a random # generator for rpgmaker3?....or, a way to insert known numbers into a variable during game play..(like heros level into a shared variable)...or how to get a female char.image into the storyteller routine(I have been able to get some by trial and error, but there are a few, that I cannot get to appear as female).???
    thanks for any help...

    #2
    Re: random # generators??

    As far as I am aware, there is no random number generator for RPGM 3. You cannot even have variables keep track of gold or stats, unless you go the Rodak route, and have no random battles and assign a variable to each thing that will change in the game to keep track of it.

    It sucks having no random number generator. I have a gambling minigame in my game where each mode is one hand of cards. I have I think 7 or so modes, then I have to go back to mode 1. In order for people not to capitalize on this (if they figure out the pattern), I have the character say that he refuses to play you anymore after you win 10 hands. I didn't want to have to limit the amount of times you can play this minigame, but I didn't want someone to figure out the pattern and sit all day and win gobs of money, either. I figured by the time they hit 10 wins, they are probably just starting to put together the pattern. I might change it to 15 hands, though.
    Last edited by Perversion; 03-24-2006, 06:15 PM.

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      #3
      Re: random # generators??

      I created a fake random number generator using variables that I track throughout my game. I copy those variables to other variables and manipulate them after each choice. It appears to be random, and will be different in every game played. I used different variables 3 times before going back to the original,so that the fourth choice is the first time any variable set is reused(but it has been manipulated) so it will be harder to predict a pattern. I didi away with the default random battle system by having battles through a timer. So I track number of battles in an area, ability
      points, money, these are the variables that I copy, then add or subtract to them after each choice and have value conditional branches to produce the psuedo random result.

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        #4
        Re: random # generators??

        This sounds intriguing...can you elaborate a bit? For instance, how do you have "random" battles on a timer? I've not seen any way to track time in RPGM3.

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          #5
          Re: random # generators??

          well, in my game, darkness has fallen over the land so it's always dark, you'll see why this helps in a minute.
          I set an invisible auto event in each world map and dungeon, which sets the time to 19:50, ten minutes before dark(actually like 10 seconds in game time) then all my battle events are auto, set to activate at night. I use a variable to determine which battle will trigger. I've used this fully to my advantage as the longer you stay on a map the more evil is drawn to your presence(harder battles). Then after the battle event the time is set to 19:50 again.
          Now if you want all times of day the sky will change wildly after each battle(since there are only four choices for a timed event,morning noon, evening , and night). but since I only want darkness the sky barely changes using this system this way.

          In a dungeon however the sky doesn't matter, so it wouldn't really hurt you.

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