ALRIGHT, HOW DO I MAKE THE MASTER SYSTEM IN RM2K3?
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You know, from Breath of Fire III and IV. To quote:
How do I do this in RM2K3, but with equipable items?
A unique aspect within the gameplay of Breath of Fire III is the Master system, which allows characters to learn powerful spells and abilities while leveling up in the tutelage of one of them. The primary attraction to the Masters, however, is their ability to alter how a character levels up in the game. Most every master, with a few exceptions, allows the character to boost their increases in certain stats, while decreasing their ability to gain in others. For instance, Garr is a character with astronomical strength, and abysmal magical capability; by apprenticing him to the Master Mygas, you allow him to gain more magical ability per level than he would otherwise, at the expense of a slightly stunted strength growth. This allows the player to choose what purposes his or her characters will serve in combat, and how they will end up as fighters in the endgame.
How do I do this in RM2K3, but with equipable items?
A bare bones way to do it would be to (in an event after each fight) check to see if the item is equipped. Then check to see if they gained a level. If they did, add on a few bonus stat points. This is obviously oversimplified, so start with that and see if you hit any problems.
In theory this should work, I haven't tested it out fully yet, but I think I have something similar to this working in The Last Bible. If we are using Equipment to do this, I assume it will work like the Materia System.
Anyways I will make two tutorial, this first one is if you are using Touch Based Encounters in your game.
First create and Accessory called Way of the Sword. How it increase Strength and Speed at the expense of Defense by 1 Point.
Next Go to the Battle Event Editor and create an event that starts on Turn 0. This event should call the Common Event called Level Check 1. This Common Event will check Levels Prior to the beginning of battle.
Hero's Level 1: Set Equal to Hero 1's Level
Once done go to the Common Event Editor and make a new Common Called Statistic Check 2 as well as Master Level Event. For Statistic Check 2 set the characters level equal to a variable.
Hero's Level 2: Set Equal to Hero 1's Level
When the Statistic Check 2 is completed go to Master Level Event. This Common Event should be a parallel process that is always running. Call Statistic Check 2, and then make a Conditional Branch that is active when Hero's Level 2 is greater than Hero's Level 1. If so make another Conditional Branch that checks if a Player is equipped with “The Way of the Sword†Accessory. If so increase Strength and Speed by 1 Point and decrease Defense by One Point. Lastly set Hero's Level 1 and 2 Equal to 0.
Anyways I will make two tutorial, this first one is if you are using Touch Based Encounters in your game.
First create and Accessory called Way of the Sword. How it increase Strength and Speed at the expense of Defense by 1 Point.
Next Go to the Battle Event Editor and create an event that starts on Turn 0. This event should call the Common Event called Level Check 1. This Common Event will check Levels Prior to the beginning of battle.
Hero's Level 1: Set Equal to Hero 1's Level
Once done go to the Common Event Editor and make a new Common Called Statistic Check 2 as well as Master Level Event. For Statistic Check 2 set the characters level equal to a variable.
Hero's Level 2: Set Equal to Hero 1's Level
When the Statistic Check 2 is completed go to Master Level Event. This Common Event should be a parallel process that is always running. Call Statistic Check 2, and then make a Conditional Branch that is active when Hero's Level 2 is greater than Hero's Level 1. If so make another Conditional Branch that checks if a Player is equipped with “The Way of the Sword†Accessory. If so increase Strength and Speed by 1 Point and decrease Defense by One Point. Lastly set Hero's Level 1 and 2 Equal to 0.
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