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HOW CAN I MAKE AN ITEM GRANT A SKILL ON EQUIP

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I have a common event set up to constantly check if a character has a certain item equipped. It's a conditional branch that IF item=equipped THEN Character A learns ABILITY X.

IF item=not equipped THEN Character A forgets ABILITY X. I believe i have it set up as a parallel process.

You may want to check out Legion Saga II for reference as the Orbcraft system does exactly that
author=rikguenther
I have a common event set up to constantly check if a character has a certain item equipped. It's a conditional branch that IF item=equipped THEN Character A learns ABILITY X.

IF item=not equipped THEN Character A forgets ABILITY X. I believe i have it set up as a parallel process.

You may want to check out Legion Saga II for reference as the Orbcraft system does exactly that
author=rikguenther
I have a common event set up to constantly check if a character has a certain item equipped. It's a conditional branch that IF item=equipped THEN Character A learns ABILITY X.

IF item=not equipped THEN Character A forgets ABILITY X. I believe i have it set up as a parallel process.

You may want to check out Legion Saga II for reference as the Orbcraft system does exactly that

The only problem with this theory is that once you equip/de-equip a specific item that contains a specific spell you will have to exit the menu and go right back in to see the changes. Either that, or make your own CMS (Custom Menu System).
i figured that solution out myself but i would prefer a less glitchy solution though.
author=andreasaspenberg
i figured that solution out myself but i would prefer a less glitchy solution though.


what's glitchy about it? there's a slight limitation in that you have to exit the menu before parallel processes start processing - other than that, the common event check works just fine
author=andreasaspenberg
i figured that solution out myself but i would prefer a less glitchy solution though.


There is no way to solve this problem unless you forge a custom menu system, which involves an insane amount of programming. As all the items that appear in the screen are also custom. Considering this is rpg maker 2003, you have some limitations in terms of how far you can make custom systems go. Even if you have a lot of knowledge in the program, custom menu / battle systems are still complex.

Not to mention the fact that with a custom menu comes the fact that you have to Pre-make every item in the menu. It doesn't appear as the same as the default menu like in regular RPG Maker 2003 games. The best way to do this is by an ever-checking Common event. This is the only way unless you want to forge a custom menu simply for the Stat boosts to occur before exiting the menu in this case. I would only design one unless you are content that you're going to use it to full capacity.
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
In RPG Maker VX or XP you can download scripts which give you exactly this functionality with no side-effects or glitchiness.

In RPG Maker 2003 you are limited to events, and events never run when the menu is open, so any method you can think of won't work until you close the menu. However, if you're really desperate, and you just have to fix it because your parents were murdered by a trivial display glitch, you can create a custom menu system to get around this limitation.

If you want other custom features besides this one, and trivial display glitches really bother you, I'd recommend upgrading to a newer maker.
Craze
why would i heal when i could equip a morningstar
15170
And in RM Ace, it's built-in.

Too bad we have no idea what you're working with.
Dudesoft
always a dudesoft, never a soft dude.
6309
If you're using AGS, this is pretty easy.
i am using rpg maker 2003. it is the only rpg maker i have.
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