A cool down for gambling events after game is saved?

anonamix

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I would like to prevent my casino to be exploited by tactical savers. Is there a way to create a cool down after saving until the casino games (or any event) are available for use again?

Thanks!
 

AdamSakuru

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Yes, there is totally a way! (or at least a primitive one).

This plugin will turn a switch on when a game is loaded. With this, you can have a conditional branch run to check for the switch. If it passes, you can have something in the event happen (like a variable changing, etc.) to prevent tactical saving for abusing the RNG. Not quite sure how to check for timed events, but this is at least a step in the right direction for the problem you want to solve.
 

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anonamix

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Yes, there is totally a way! (or at least a primitive one).

This plugin will turn a switch on when a game is loaded. With this, you can have a conditional branch run to check for the switch. If it passes, you can have something in the event happen (like a variable changing, etc.) to prevent tactical saving for abusing the RNG. Not quite sure how to check for timed events, but this is at least a step in the right direction for the problem you want to solve.
Thanks a ton! I am still struggling a bit with timed events and checks but I think this will definitely get me on the right track. Thanks again.
 

AdamSakuru

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I have a suggestion for you? It's not timed, though. If you're interested in hearing it I can elaborate.
 

anonamix

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I'm very interested. Although my eventing skill is novice. Most of my missions/events are switch dependent, while only getting variables to work in a way for quest log plugin.
 

AdamSakuru

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I have a shop system in my game (made through eventing) where you can try and hustle the shop keepers into giving you temporary lower prices. If you ask a certain number of times and fail consistently they'll get pissed off with you and ask you to leave. You can't return until they've cooled off for a bit.

If you want timed events, I think you'd need to implement a time system plugin (there's a few I think), but otherwise if you don't want to show a timer you can 'simulate' time through hidden events.

So to use my project as an explanation, I use several variables to keep track of the shop keepers moods (strikes for failing to hustle). To simulate time, going to other locations on the world map runs an event that checks each store to see if the variable has a value above 0. And if it does, it runs a random chance. If the random chance passes, the variable goes down by one.

This works for a few reasons. And as a result, it simulates 'mood' because different shop keepers might take longer than others to cool off. And since the player doesn't see this, it tricks them into thinking that time is passing in a literal sense.

You could effectively do the same thing, but you could even go a step further and frame that function into your project in a way that makes sense. If you're not against using meta-humour, you could have a character at the casino who gets annoyed with you trying to come in right after saving. Nintendo almost did this exact thing in Animal Crossing with Mr. Resetti. Mr. Resetti would scold you about how it's immoral to reset the game to abuse saves. Place a common event to check for said variable (and reduce it if it's over 1) when you go into other locations. That's the only way I know how to simulate time through eventing. It's not a bad solution for not using an actual timer, you just have to think of how to event it in a smart way. to get the effect that you want.
 
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Silenity

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I circumvented this by having it automatically save your game after doing a gambling/casino/rngwhatever event. Only thing is they could just save to another file unless you limit your files to 1. All-in-all if a player is gonna save scum theyre gonna find a way to do it.
 

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