LEARNING A TECHNIQUE/SKILL USING EQUIPMENT QUESTION
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LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
This isn't something you can do simply. You would need a pretty complex set of common events creating the processing and the interface for all of this.
If this is something you are serious about doing I recommend starting out by getting it working without an interface. In other words, just use the default menu, and even though it doesn't have any way of telling you that an item teaches stuff or how many points you need, it'll still be happening silently as the player plays. And then once you have that much working, you can create a custom menu system that lets the player see what equipment teaches what and how close they are to learning each skill.
If this is something you are serious about doing I recommend starting out by getting it working without an interface. In other words, just use the default menu, and even though it doesn't have any way of telling you that an item teaches stuff or how many points you need, it'll still be happening silently as the player plays. And then once you have that much working, you can create a custom menu system that lets the player see what equipment teaches what and how close they are to learning each skill.
Interface aside it's relatively easy to get a piece of equipment to grant access to a skill when it's equipped so that part isn't too tricky.
See: http://rpgmaker.net/tutorials/129/
As for learning a skill over time I suppose that would depend on what you want to constitute "time passing"? I think an easy one would be to have the character to learn the skill after x battles so... (just a rough idea here)
I suppose you could do something like have a variable for each skill you want to be able to learn over time and in the same common event that allows skills t o be granted from having a piece of equipment on you have a conditional branch somewhere that says "if variable 0025:FIRE = 26 then character x learn fire" but you'd need to now have the piece of equipment no longer remove that skill when it is unequipped so I guess you would add a conditional branch at the START of the common event that said "if Variable 0025:FIRE is equal or greater than 26 then do nothing instead of giving a skill when equipped and removing it etc".
ANYWAY: the mode of learning would be that at the start of every battle you have a battle event that checks what equipment is equipped and adds 1 to the relevant variables for skill learning. Or alternatively if you're using touch encounters I suppose you could have that happen upon touching the event that triggers a battle or something.
Sorry for the hodge-podge explanation but I'm pretty sure it could be done in a pretty logical way.. You're just likely to run into increasing complexity when introducing multiple skills from equipment and multiple characters that can learn them from the equipment. I can see a lot of variables needing to be used.
Anyway I hope maybe that can at least get you part-way into figuring out how you'll get this working right :<
See: http://rpgmaker.net/tutorials/129/
As for learning a skill over time I suppose that would depend on what you want to constitute "time passing"? I think an easy one would be to have the character to learn the skill after x battles so... (just a rough idea here)
I suppose you could do something like have a variable for each skill you want to be able to learn over time and in the same common event that allows skills t o be granted from having a piece of equipment on you have a conditional branch somewhere that says "if variable 0025:FIRE = 26 then character x learn fire" but you'd need to now have the piece of equipment no longer remove that skill when it is unequipped so I guess you would add a conditional branch at the START of the common event that said "if Variable 0025:FIRE is equal or greater than 26 then do nothing instead of giving a skill when equipped and removing it etc".
ANYWAY: the mode of learning would be that at the start of every battle you have a battle event that checks what equipment is equipped and adds 1 to the relevant variables for skill learning. Or alternatively if you're using touch encounters I suppose you could have that happen upon touching the event that triggers a battle or something.
Sorry for the hodge-podge explanation but I'm pretty sure it could be done in a pretty logical way.. You're just likely to run into increasing complexity when introducing multiple skills from equipment and multiple characters that can learn them from the equipment. I can see a lot of variables needing to be used.
Anyway I hope maybe that can at least get you part-way into figuring out how you'll get this working right :<
You could set it up to check for EXP changes in the character. And if EXP changes for that particular character changes from before to after battle, then check if said was equipped, add X to a variable (skill item EXP).
Then a check, once skill item EXP reaches your set amount, add the skill to the character's repertoire.
That way it can matter how much EXP you're getting from a particular encounter instead of counting one per encounter.
Then a check, once skill item EXP reaches your set amount, add the skill to the character's repertoire.
That way it can matter how much EXP you're getting from a particular encounter instead of counting one per encounter.
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