Multiple endings are a staple of many RPG's, and if you want to include them in your RPGM3 game, it's a piece of cake.
So, lets say you want to rank players based on what kind of achivements they did. We'll make a theoretical game with the typical objective of rescuing the princess. Now, this is important: rescuing the princess DOES not get counted in any way for the multiple endings, since its a requirement to end the game at all. But lets say the King and Prince are locked away as well, and the game DOES not require them to be saved. How do you reward the players for finding them? (Besides the typical sage advice and shiny sword). Simple!
SCENARIO #1: Multiple Story based endings
Free up a shared variable (I like to use 60) for this purpose. This is in addition of, not replacing, any variables/modes regarding freeing the prince/ king. Obviously, those will be needed, but I'm not including those.
Now, lets say that freeing the King is harder then the Prince. So, we'll make the Prince worth "1 ending point" and the King "2 ending points." This game will have four potential endings:
Only freeing the Princess (storyteller #1)
Freeing the Prince and Princess (storyteller #2)
Freeing the King and the Princess (storyteller #3)
Freeing the King, Prince, and Princess: (storyteller #4)
CODE ON THE PRINCE:
Shared Variable 60: Increase by one
CODE ON THE KING:
Shared Variable 60: Increase by two
ENDING CODE:
Val Control Branch (shared variable 60)
Variable =0
Play storyteller #1
Variable = 1
Play Storyteller #2
variable =2
Play storyteller #3
Variable =3
Play storyteller #4
SCENARIO #2: ITEM COLLECTION BASED ENDINGS
Say that you want to reward the player based on how many, say, banannas they collected. It's just a bit different from scenario #1: most importantly, every single bananna found MUST INCREASE THE VARIABLE BY THE SAME AMOUNT. If this is true, it's pretty much the same: if you could potentially find 5 banannas, you simply treat the variables value as the number of banannas found: thus, if the variable equals one, play a storyteller that says "ONE BANANNA OUT OF FIVE."
SCENARIO #3: A SINGULAR RANK MARKING MANY ACHIVEMENTS:
This is the end all ranking system that includes every extra activity made in your game. You CAN have more important acts be worth more points, but it requires planning. Figure out every act in the game that should bump up the rank if done (remember, don't include required events.) Then, you have two ways to do it:
scenario 3a: Every act is worth 1 point. Just treat it like scenario two, except instead of saying "ONE BANANNA OUT OF FIVE", you use the rank of the endings. (i,e: Worst, Bad, Normal, Good, Great, Perfect endings.)
scenario 3b: Acts are worth different points. This is the hard one. First, add all of the potential points together: this is the Perfect ending. Then, add every combination together (yes, I really do mean EVERY ONE.) Then, disregarding values that are never used (i.e, it may be impossible to get a 14/15 in your game) rank the endings.
And thats all there is to it!
So, lets say you want to rank players based on what kind of achivements they did. We'll make a theoretical game with the typical objective of rescuing the princess. Now, this is important: rescuing the princess DOES not get counted in any way for the multiple endings, since its a requirement to end the game at all. But lets say the King and Prince are locked away as well, and the game DOES not require them to be saved. How do you reward the players for finding them? (Besides the typical sage advice and shiny sword). Simple!
SCENARIO #1: Multiple Story based endings
Free up a shared variable (I like to use 60) for this purpose. This is in addition of, not replacing, any variables/modes regarding freeing the prince/ king. Obviously, those will be needed, but I'm not including those.
Now, lets say that freeing the King is harder then the Prince. So, we'll make the Prince worth "1 ending point" and the King "2 ending points." This game will have four potential endings:
Only freeing the Princess (storyteller #1)
Freeing the Prince and Princess (storyteller #2)
Freeing the King and the Princess (storyteller #3)
Freeing the King, Prince, and Princess: (storyteller #4)
CODE ON THE PRINCE:
Shared Variable 60: Increase by one
CODE ON THE KING:
Shared Variable 60: Increase by two
ENDING CODE:
Val Control Branch (shared variable 60)
Variable =0
Play storyteller #1
Variable = 1
Play Storyteller #2
variable =2
Play storyteller #3
Variable =3
Play storyteller #4
SCENARIO #2: ITEM COLLECTION BASED ENDINGS
Say that you want to reward the player based on how many, say, banannas they collected. It's just a bit different from scenario #1: most importantly, every single bananna found MUST INCREASE THE VARIABLE BY THE SAME AMOUNT. If this is true, it's pretty much the same: if you could potentially find 5 banannas, you simply treat the variables value as the number of banannas found: thus, if the variable equals one, play a storyteller that says "ONE BANANNA OUT OF FIVE."
SCENARIO #3: A SINGULAR RANK MARKING MANY ACHIVEMENTS:
This is the end all ranking system that includes every extra activity made in your game. You CAN have more important acts be worth more points, but it requires planning. Figure out every act in the game that should bump up the rank if done (remember, don't include required events.) Then, you have two ways to do it:
scenario 3a: Every act is worth 1 point. Just treat it like scenario two, except instead of saying "ONE BANANNA OUT OF FIVE", you use the rank of the endings. (i,e: Worst, Bad, Normal, Good, Great, Perfect endings.)
scenario 3b: Acts are worth different points. This is the hard one. First, add all of the potential points together: this is the Perfect ending. Then, add every combination together (yes, I really do mean EVERY ONE.) Then, disregarding values that are never used (i.e, it may be impossible to get a 14/15 in your game) rank the endings.
And thats all there is to it!




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