Pickpocket skill help please

dreadzly

Villager
Member
Joined
Jan 16, 2018
Messages
15
Reaction score
4
First Language
English
Primarily Uses
RMMV
Hey all,
I am rather new to rpg maker mv (or any version for that matter), and I would love to make a skill for my rouge class to be able to pickpocket normal npcs, like once a week or so. I would also want them to get better the more they are successful. I just am not sure where to start any help would be greatly appreciated.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,676
First Language
German
Primarily Uses
RMMV
that will need quite a bit of knowledge about eventing, so the best place to start are tutorials on eventing.
I suggest you follow the link to the starting point in my signature, that links to several event tutorials.

telling you how to do this before you got these basics would cause more problems, because there are several ways to do this depending on what exactly you want - and if you get these ways mixed up without understanding them you'll only get frustrated.
 

dreadzly

Villager
Member
Joined
Jan 16, 2018
Messages
15
Reaction score
4
First Language
English
Primarily Uses
RMMV
I have a pretty good grasp of the basics of eventing I have been looking online for 2 weeks now before I decided to post here. This group has been most helpful so far. I am already frustrated with this skill because I know it can be done I just don't know where to start or have anything to compare it to.
 

dreadzly

Villager
Member
Joined
Jan 16, 2018
Messages
15
Reaction score
4
First Language
English
Primarily Uses
RMMV
couple quick questions how do I display a variable in a show text command? And is there a way to make a random item pool for the game to choose from?
 

dreadzly

Villager
Member
Joined
Jan 16, 2018
Messages
15
Reaction score
4
First Language
English
Primarily Uses
RMMV
Okay here is what I have so far:

Any help in making it better would be greatly appreciated I would love to be able to not let people farm by pickpocketing the same people over and over like put a timer or something on npcs so they can only be pickpocketed once a day or everyother day.
 

Attachments

Last edited:

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,676
First Language
German
Primarily Uses
RMMV
I have a pretty good grasp of the basics of eventing I have been looking online for 2 weeks now before I decided to post here.
unfortunately people who know the program would also say that you'll need a month of intense working through the tutorials to get only the basics, and even people who used the program for years are still learning new ways of events every then and now (there were comments about that from several well-known user a while back).
So it's simply impossible to get a "good grasp" of eventing in only two weeks. If you think that then you simply haven't grasped how powerfull and how versatile events can become.

as for your questions:
1) show variables
yes, let the mouse cursor hower over the show text window for a popup of the text codes, or open the help file and search for the show text command to get the list of textcodes there.

2) your event
there are a lot of ways to improve that, for example you could use event pages and conditions instead of a conditional branch to check if the pickpocket skill is learned.
additionally there are other ways to handle this, beginning with using a real skill from menu with a common event to more complex solutions involving a combination of map events and common events.

3) one tip:
screenshots of events are much better than only typing half of it in text form - because the content you gave is only half of the event (the right half of the window), the left half is as important as the content for a lot of events.

[dpost]dreadzly[/dpost]
 

dreadzly

Villager
Member
Joined
Jan 16, 2018
Messages
15
Reaction score
4
First Language
English
Primarily Uses
RMMV
unfortunately people who know the program would also say that you'll need a month of intense working through the tutorials to get only the basics, and even people who used the program for years are still learning new ways of events every then and now (there were comments about that from several well-known user a while back).
So it's simply impossible to get a "good grasp" of eventing in only two weeks. If you think that then you simply haven't grasped how powerfull and how versatile events can become.

as for your questions:
1) show variables
yes, let the mouse cursor hower over the show text window for a popup of the text codes, or open the help file and search for the show text command to get the list of textcodes there.

2) your event
there are a lot of ways to improve that, for example you could use event pages and conditions instead of a conditional branch to check if the pickpocket skill is learned.
additionally there are other ways to handle this, beginning with using a real skill from menu with a common event to more complex solutions involving a combination of map events and common events.

3) one tip:
screenshots of events are much better than only typing half of it in text form - because the content you gave is only half of the event (the right half of the window), the left half is as important as the content for a lot of events.

[dpost]dreadzly[/dpost]
WOW! I don't know where to begin... I guess the fact that I mentioned 2 weeks gave you some point of reference. Let me clear that up. I have been looking for 2 weeks about this one topic, not that I have been learning about events for 2 weeks. But, I get that you do a lot of assuming being a mod for the forums. Being new to me means that I have been either playing or making games with an rpg maker for about 2 years.
I do appreciate your backhanded help and your attempt to humble a lowly newbie to the forum. As far as you helping to improve my common event.... you didn't you simply spewed a bunch of generalizations giving no specifics or directions on how to do any of the things you proposed. I don't want to sound ungrateful but for the second time now you have basically told me that my problem isn't worthy of your time and that I should go get some more knowledge. I am trying to get some more knowledge by asking for help on the forum. I posted my event and all the steps the best way I knew how. Now I know that I should take a screen shot of the whole thing for people to see. I will try to avoid "double posting" in the future.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,676
First Language
German
Primarily Uses
RMMV
@dreadzly no, you're the one who made several wrong assumptions here.

First, the two weeks have nothing to do with why I knew that you're a relative new user, no matter how much time you worked with the program. That came because you had to ask how to display a variable in show text and the two weeks you mentioned only confirmed that.
And my answer to that question wasn't a generalization, but a direkt pointer to both the solution and the most important part of the show text command: the text codes or control codes.
If you even start to make a show text command in any event, you'll have to click with the mouse into the text frame.
If you then pause even two or three seconds to think what to write (without moving the mouse away), you get a large popup listing all default text codes - that is how important they are, important enough for the programmers to place them into a sometimes annoying popup on the main input of the show text command.
One of these text codes allows the display of variable content, others are for name replacements or color control or time control of the show text command.

Second, my mentioning of event pages and conditions to improve your event.
While this was a short form and no detailed "click here and write that" instruction, it should have been enough to point someone with the basics into the correct direction for that, again because the event pages and their conditions are an important part of eventing.
When you continue to be part of this community, you'll find that a lot of people helping you will give you similiar answers to point you into one direction instead of providing an exact solution.

That has a lot of reasons, and none of them have anything to do with being rude. It's simply the fact that we cannot make your game for you, you are the only one who can really work on it.

No one here on the forum gets paid for helping others, we all help in our free time instead of working on our own games. I could easily continue to work on the specification for a plugin I need to commission instead of writing these explanations for you.
And over the years everyone on this forum has learned again and again that directly providing someone who hasn't the basics with a solution to a specific problem will cause more problems in the long run if that user simply copies without understanding what the event really does. A lot of games have been abandoned and their developers left in frustration because they didn't take the time to learn the basics for understanding what the engine does.

So what we want is for the new users to start thinking on the pointers we give to start them learning, and come back with specific questions (preferably including screenshots of the events they have so far) if the general pointers are not enough. If we simply give a solution for one specific case, it often results in a dozen questions later when that user tries to do the same in different cases and wonders why it doesn't work elsewhere (usually because one of the settings was for that specific case and needs to be different for the other cases).

Third, one of the things I tried to make clear to you with the first sentences is that there is no shame to not know everything, because the RM engine is extremely large in its options.
Yes, it can be learned by a child (in fact there are people here who have their children using RM before they were 10), but that doesn't mean it can be used without putting in time to learn it. It takes years to master all its aspects.
But because it has so many parts it is basically impossible to learn it without tutorials as a guidance that point you to everything. "Learning by doing" is extremely slow if you don't check the help file or tutorials to learn that an option even exists.
And that is another reason why you will often get referred to tutorials - the instructions could get very long and repetive if we had to explain everything again and again.

I even wrote that "starting point" tutorial in my signature with the express intention to get new users through the steps that show them everything the engine can do as fast as possible. But that "as fast as possible" is about a month of intense work through those tutorials in my opinion (and most people have agreed with that, both that it is the fastest way and that it is important to get everything listed there).

If that way of handling things is not something you prefer, then I'm sorry. But it has been proven as the most effective way that takes both sides into consideration - not only the side of the user who wants an answer, but also the side of the expert that doesn't want to waste his own free time for explaining every single click again and again.

And you'll find that as long as you do your part of any task (not only giving details when asking questions, but also giving details when you request someone to do a sprite or audio or script for you for free), then this community is extremely helpfull.

We are just tired of helping people who refuse to do their own part of getting help (and that is not against you, there was just a case shortly ago where a user had problems with error messages, we asked questions to get the details of what caused those error messages and always only got 20% of them answered with changing descriptions of what the user wants. That was very frustrating and couldn't be solved in the end, after several people wasted hours of their time to reproduce the problem)
 

dreadzly

Villager
Member
Joined
Jan 16, 2018
Messages
15
Reaction score
4
First Language
English
Primarily Uses
RMMV
Well said.... I know no one gets paid and that experts make tutorials to help this sort of thing believe me I have watched my share. That is why my question to start this whole thing off was about a specific type of skill. I never asked anyone to write it for me I looked at all the tutorials I could find about events and then I wrote my own and posted it. I understand everyone who is one here is busy and no one wants to work on anyone else's game. The tip about holding the mouse over the box was great I never knew that stuff like that would come up. I don't usually use a mouse when I am working on RMMV ( I use a touch screen) so when I broke out the mouse and it hovered that was cool, thanks btw. I was basically looking for someone who had already made a skill like the one I am looking for to throw some help my way or let me see an example of the skill they made so I might emulate it. I believe in not reinventing the wheel if I don't have to. I never asked for any one person's help specifically, that's the point of a forum isn't it. If you know something and are willing to share it you do, if you don't want to or don't know you don't. There is no obligation. So, thanks for your responses your suggestions are noted.


Now, if anyone has made a skill that does anything like the one I made above and would be willing to share with me that would be awesome maybe we could email a little bit about it. Again, I would appreciate any help or hints or tips that are suggested.
 

Sauteed_Onion

Mmm Tasty
Veteran
Joined
Dec 13, 2017
Messages
554
Reaction score
3,665
First Language
English
Primarily Uses
RMMV
Hmm, I don't know exactly, how you've got your day and night system or your pickpocketing skill set up, but may on your NPC events that you're looking to steal items from, you could maybe have a switch or a variable turn on after you chose to steal from a target.

Let's say you decide to pickpocket an unsuspecting victim, a yes / no option pops up, you have a conditional branch running with your variable in it to decide whether or not your successful. Upon successful pickings, have it turn on maybe a self switch on that targeted event, and on that self switch page, put a REALLY long way on there.. like crazy crazy long wait to represent a period of days or hours maybe. After the wait, turn the switch back off, so it goes back to the first page. This would be a real rough way of going about it, but I think that may help.

It wouldn't be a script, and may be a little 'too' simple, but I think it's complex enough and basic enough to build upon. Maybe mess with the variable to provide multiple outcomes. I haven't done 'any' variable'ing myself yet, but this pickpocket idea seems real interesting. Meow.

If you are worried about overusing the pick pocket skill itself, just have an extended wait time on that skill.

And I think there is a way to affect different interactivity choices dependent on whether or not you are facing the object or event from a certain direction. Maybe just make it so that you can only pick pocket somebody from behind.. say, you approach an NPC event from behind instead of turning to talk to you give a prompt that says "They're back is turned.. want to steal from them?" Give a show choices (Yes/No), and have your results laden in that stuff. And let me know how this turns out. I don't know how derp the wait timer thing will turn out if you leave the screen. If that doesn't work, replace that EventNPC with another Event NPC, it isn't elegant, but it can be done.


MAYBE instead of a self switch, you can use normal switches if the self switch method doesn't work. I noticed if I left a screen and went back for an event I was making where I had to talk to some one they would walk across the house and go to a different area away from others so they could talk to you in secret, if I went back in the house they were at the area they started unless I talked to the them again (not what I wanted).
So, if the self switch --->>> long wait method isn't working use normal switch. Yes that clogs up the Normal Global Switches with all your thieving madness, but, it should be a pretty good method. Just be sure to have a LONG wait on that other tab. It should work meow.

Also @ all the mods, they really bent over backwards to point me in the right direction in my first ask thread. I had a lot to read on but they really got me meowing in the right direction.

I'm pretty sure you can make some conditional branches in each event also, like can only be pickpocketed if you are behind and also by certain character. Or if party has a certain item etc.. I hope some of this meowiness helps.

- multiple edits also edited for correctness.
 
Last edited:

dreadzly

Villager
Member
Joined
Jan 16, 2018
Messages
15
Reaction score
4
First Language
English
Primarily Uses
RMMV
@Sauteed_Onion Thanks for your suggestions, I think I will use self switches to turn it off on the npc until the days + 4 (some parts of my time system) have passed. I will post the skill back here when I figure out exactly how I am going to do it.
 

Sauteed_Onion

Mmm Tasty
Veteran
Joined
Dec 13, 2017
Messages
554
Reaction score
3,665
First Language
English
Primarily Uses
RMMV
Cool, I think the way self switches are designed will make them reset improperly I could be wrong. If that doesn't initially work, really consider it to use regular switches instead. I hope this really helps resolve your meows.
 

OnslaughtSupply

Ssshhh...
Veteran
Joined
May 14, 2017
Messages
731
Reaction score
764
First Language
English
Primarily Uses
RMMV
I setup a pick pocket skill similar to yours and went the self-switch route. I didn't have a time system and just wanted the player to be able to only pick their pocket once. I also used Yanfly's event encounter aid http://yanfly.moe/2016/06/03/yep-105-event-encounter-aid-rpg-maker-mv/ to determine if the player was behind the target with the target facing the opposite direction. Then a common event that would run a variable randomly and conditional branches to determine the loot or success of the pick pocket skill. Then I did a self-switch so now you couldn't use pick pocket on them again. In your case, you will have to have a parallel process on the map or common event to check for a day and then turn a switch off. So when you pickpocket that npc, it turns on switch "already pick pocket" and then have a parallel process check to see if it's Monday or whatever and if it is, turn off switch "already pick pocket". Your NPC will need another page with condition switch "already pick pocket". Hope this somewhat helps.
 

dreadzly

Villager
Member
Joined
Jan 16, 2018
Messages
15
Reaction score
4
First Language
English
Primarily Uses
RMMV
@OnslaughtSupply Thank you for your suggestion! I think I will try to use my time system and have it turn on a switch and then turn the switch off after 4 days have passed or something like that. I am still working out how to do that part. I know it will have to check the "days" variable and add 4 to it but I don't want to have to do that for every npc that I allow pickpocketing from. I don't know it is still a work in progress.
 

Sauteed_Onion

Mmm Tasty
Veteran
Joined
Dec 13, 2017
Messages
554
Reaction score
3,665
First Language
English
Primarily Uses
RMMV
well, as a test run, and I'm sure you've guessed this, just leave the "time" system totally off it, and perfect the steal part first.
I watched an episode of @Driftwood Gaming where he made a random dungeon loop that he made a common event for that handled variable outcomes for treasure boxes. He'd go to like the Monster arena or whatever and the NPC would be like would you like to test you skills in the dungeons? And if you answered yes, it would send you to a little mini dungeon with 1 treasure box in there, with loot randomly picked from a small script he made. In that common event, he had it to where the box would reset itself when you teleported off that floor, and when he got to the floor "exit" you could choose to take another random dungeon or leave and return to the guild hall or whatever it was. Pretty cool script, and maybe you should check that episode out, maybe you can rip that idea up and use it to randomly generate loot for you npc's I dunno really, but I'd get that part right first.. Then slowly try to integrate your timers on them. Meticulous, but seems like this is the route of least resistance.

Also please carefully consider our moderation team, they may seem like they kind of don't care or are disrespectful but seriously they are not. I can't stress how strongly I admire the team here. I deserved to get kick in the tail several times. But they were nice to me meow. They helped me out pretty ferociously when I came here trying to learn how to make a trade event npc. A pretty good exercise for me when I was but a learning cat.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD

Forum statistics

Threads
105,868
Messages
1,017,074
Members
137,578
Latest member
JamesLightning
Top