Help with making Ore respawn

HazukiWolfe

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is it possible to have like a small icon show what they got?
 

Bex

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Theoretically yes.
In textbox we can show Icon Symbols.
For floating above the Ore Note, yes, but not sure how exactly at the moment (But thats no problem, just want to know where we end up).

You can take your Time to think further about things, its late i continue developing it tomorrow. And dont worry we can change and Edit as much as you like.
 

HazukiWolfe

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If there was a way to maybe have the item they get appear above their head instead of the text box popping up after each time, would be awesome. I feel like the text box appearing after each time they got an item would get annoying after a while
 

Nilom

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I'm not sure if that is what you are looking for but there is an addon which lets you use the regular item and skill icons for bubbles. Yanfly's Icon Balloons.
 
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Nilom

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Yeah. It is totally worth it. They are all compatible and there are a lot.
 

Bex

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The rework is ready(hopefully).
Bad news, the plop Up isnt in there but the Textbox got atleast Edited as much as possible.
Its still not perfect, but maybe its better to work with and hopefully i didnt oversaw any of the Stuff you need implemented.

- Two Math calculation Errors got fixed.
- Map Music Added
- Sound Efects added for: Full Note Mining, Empty Note Mining, Ore Note Breaking
- Several changes to how the Code works.
- Kept Textbox for now, but its only for a split second. (Until other System gets implemented)
Edit: It displays the Ore Name and Amount, i forgot to Add the Icon, its possible with Textbox commands. I will not redo this now, since Textbox isnt used in the future anyways. (I tripple check for Errors, and than one sneaks in again, its always the same)

Download:
https://www.file-upload.net/download-13650114/OreMining02.zip.html
 

HazukiWolfe

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Thank you ^_^ I'll download this now and I'll let you know how it goes

Edit: so I was able to put everything in but some how I broke it x.x When it tells you what you got it will be 0xCopper or 0xLapis but I still get the items and also x.x its not respawning
 
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Bex

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Strange, while i were testing the demo, the ore notes respawned every 6 Seconds.
Wasn't that the case on your end? How to help? I dont know what you have changed =).
 

HazukiWolfe

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CE for Ore Note Mining
◆Control Switches:#0005 Do you have a Pick = OFF
◆If:Party has Pickaxe
◆Control Switches:#0005 Do you have a Pick = ON
◆Comment:------------------------------------------
◆Control Variables:#0026 Pick min trys each Note = 1
◆Control Variables:#0027 Pick max trys each Note = 5
◆Control Variables:#0028 Ore amount each time = 1
◆Control Variables:#0029 Chance for Gems in Percent = 10
◆Control Variables:#0030 Gem amount = 1
◆Control Variables:#0032 Ore Note break Chance in Percent = 40

:End
◆If:Party has #0140
◆Control Switches:#0005 Do you have a Pick = ON
◆Comment:------------------------------------------
◆Control Variables:#0026 Pick min trys each Note = 2
◆Control Variables:#0027 Pick max trys each Note = 5
◆Control Variables:#0028 Ore amount each time = Random 1..2
◆Control Variables:#0029 Chance for Gems in Percent = 20
◆Control Variables:#0030 Gem amount = 1
◆Control Variables:#0032 Ore Note break Chance in Percent = 40

:End
◆If:Do you have a Pick is OFF
◆Comment:You dont have a Pick.
◆Comment:------------------------------------------
◆Show Balloon Icon:Player, Question
◆Wait:10 frames
◆Text:Hazuki1(0), Window, Bottom
: :Oh! I forgot my Pickaxe.
◆Comment:------------------------------------------
◆Exit Event Processing
◆Comment:"Exit Event Procesing" = Skip to the End of the Eventcode

:End
◆Comment:------------------------------------------
◆Comment:Sound Efect for Mining.
◆Show Animation:This Event, Mine
◆Play SE:Hammer (50, 150, 0)
◆Comment:------------------------------------------
◆Control Variables:#0022 Self Var NoteMinedXTimes += 1
◆If:Self Var NoteMinedXTimes ≥ Pick min trys each Note
◆Control Variables:#0025 Reusable Variable for Random Number = Random 1..100
◆If:Reusable Variable for Random Number ≤ Ore Note break Chance in Percent
◆Control Variables:#0022 Self Var NoteMinedXTimes = Pick max trys each Note
◆Comment:The Ore Note will turn empty after Ore distribution.

:End

:End
◆Comment:------------------------------------------
◆Common Event:CE for Ore Note Types 2
◆Comment:------------------------------------------
◆Comment:Timestamp
◆Control Variables:#0021 Self Var Timestamp = Play Time
◆Control Variables:#0021 Self Var Timestamp += Respawn Time Amount
◆Comment:------------------------------------------
◆If:Self Var NoteMinedXTimes ≥ Pick max trys each Note
◆Comment:------------------------------------------
◆Comment:Sound Efect for Ore Note Breaking.
◆Comment:------------------------------------------
◆Control Self Switch:A = ON
◆Comment:The Note will turn Empty now.

:End

CE for Ore Note Respawn

◆Control Variables:#0023 totalgametime = Play Time
◆Script:for (var a = 1; a <= 50; a++) {
: : if (!!$gameMap.event(a)) { // check that event exists
: : if (this.getSelfVariableValue($gameMap.mapId(), a, 1) > 0 ) {
: : if ($gameVariables.value(3) >= this.getSelfVariableValue($gameMap.mapId(), a, 1)) {
: : $gameSelfSwitches.setValue([$gameMap._mapId, a, 'B'], true)
: : } } } }
◆Wait:60 frames


CE for Ore Note Types

◆If:Ore Note Type = 1
◆Comment:Ore Note 1 is a Iron Ore Note.
◆Change Items:Copper Ore + {Ore amount each time}
◆Comment:------------------------------------------
◆Comment:Timer Value for Iron Ore Note Timestamp.
◆Control Variables:#0031 Respawn Time Amount = 6
◆Comment:------------------------------------------
◆Comment:Codeblock to check if a Special Gem is gained.
◆Control Variables:#0025 Reusable Variable for Random Number = Random 1..100
◆If:Reusable Variable for Random Number ≤ Chance for Gems in Percent
◆Comment:Yes a Gem got Optained, lets check which one it is.
◆Control Variables:#0025 Reusable Variable for Random Number = Random 1..100
◆If:Reusable Variable for Random Number ≤ 35
◆Change Items:Raw Lapis Lazuli + {Gem amount }
◆Text:None, Transparent, Middle
: :\> \V[8]xCopper
: :\> \V[10]xLapis
: : \^

:End
◆If:Reusable Variable for Random Number ≥ 36
◆If:Reusable Variable for Random Number ≤ 65
◆Change Items:Raw Amathyst + {Gem amount }
◆Text:None, Transparent, Middle
: :\> \V[8]xCopper
: :\> \V[10]xAmethist
: : \^

:End

:End
◆If:Reusable Variable for Random Number ≥ 66
◆Change Items:Raw Emerald + {Gem amount }
◆Text:None, Transparent, Middle
: :\> \V[8]xCopper
: :\> \V[10]xEmerald
: : \^

:End

:Else
◆Text:None, Transparent, Middle
: :\> \V[8]xCopper
: : \^

:End

:End



This is what I have. I only changed a little bit but I didn't think it would break it
 

Bex

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It seems like different Variable Ids got used.
For example in the Textbox its ids 8 and 10 but you seem to have changed it earlier in the code to 28 and 30.
This seems also the case for the: Control Variables:#0031 Respawn Time Amount = 6
sadly in the following line we cant see if it has just the same name and i guess a different variable id?
Control Variables:#0021 Self Var Timestamp += Respawn Time Amount.

This is most likely what caused the bugs on your end.
 

Bex

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Good Morning =).
In case you had to change some Variable IDs because they were allready used in your game,
just let me know which one, or just tell me which range of ids is unused in your Project, than i could edit the demo to
have other IDs.
If this is not the case, than just redownload the Demo. Because i have no clue why those changed. You surely had a reason to change them? If not, i assume redownloading would be easiest.
 
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HazukiWolfe

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Morning ^_^ I didn't have any actually. I ended up having to make new ones that matched your demo
 

Bex

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Sorry i dont understand that sentence. Can you formulate that easier? (Iam not native english and i dont get the context of what exactly you mean).
 

HazukiWolfe

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I think I'm confused as well >.< Im sorry
 

Bex

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o_O...??? hmm... okay than.
 

HazukiWolfe

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ok so When I copied your demo stuff over, I had to make brand new variables to match the ones I saw in your demo
 

Bex

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Strange in the Demo i use Variable Ids 1 to 12 and Switch Ids 1 and 2.
In your above pasted code you are using Variable Ids 26 to 32. Its no problem to change them, but than they need to be changed everywhere in the code. And that i tryed to explain further above in the Thread.

You did not answer if you are allready using Variable IDs 1 to 12 for something else in your Game?
Because if not, than just copy paste the whole system again and you safe yourself the nasty bug hunt.
Specialy in this early stage. If iam somehow wrong, please explain, because with the amount of information i got, i can just guess about whats maybe best to solve this.

I dont understand why you needed to make new Variables??? This makes no sense to me =). just copy paste all the common events into CE 1, 2, 3 and 4. And copy paste the mine ore note as whole event.
you can even hold shift and select multiple variables and copy paste there names if you dont want empty variable names.
 
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