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-SOLVED- [RM2K3] CREATING A SKILL THAT ADDS AN ELEMENTAL ATTRIBUTE TO WEAPON... PLEASE HELP :/

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I've wracked my brain for days on this.
I'm currently working on a project in RM2K3, Nihilo. One of my characters in this game has a skill subset which includes individual skills that allow the character to add an elemental effect to his weapon. (Example; using "Volt Generator" adds an "Electric" attribute to the character's weapon.) That's the idea anyway. In reality, I haven't been able to figure out how to make this work.
I just can't quite seem to find a way around this.
Any help at all would be greatly appreciated.

Update:
-SOLVED-
Hm...The weapons do have the same atk and int points as the skill but it uses only the weapon animation..try to make an animation that combine the elemental skill with weapon itself.
Right, I understand what you're saying, but I'm trying to make the skill permanently have the effect throughout the battle. Not just a single elemental skill.
1. Set the elemental skill as a "Switch" type to turn on a switch.
2. In the Monster Group event scripting (unfortunately you'll have to do this with EVERY monster group), make a page that triggers when the switch is on.
3. Have that page call a common event.
4. In the common event, check which weapon the hero is holding and replace it with a version of that weapon which has the appropriate element.

Getting your hero back to the default version of the weapon after the battle could be tricky if you're using the built-in random encounter system, as there's no easy way to tell when a battle just finished. Maybe you could have a switch that gets turned on at the start of every battle, and make an Auto-Start common event triggered by that switch to do battle clean-up.
author=AubreyTheBard
Maybe you could have a switch that gets turned on at the start of every battle, and make an Auto-Start common event triggered by that switch to do battle clean-up.

This is what I do. Allows me to cleanup things like switches and variables that I use in battles that need to be reset for each battle (like, say, switches that track whether or not a monster was stolen from successfully)
author=AubreyTheBard
1. Set the elemental skill as a "Switch" type to turn on a switch.
2. In the Monster Group event scripting (unfortunately you'll have to do this with EVERY monster group), make a page that triggers when the switch is on.
3. Have that page call a common event.
4. In the common event, check which weapon the hero is holding and replace it with a version of that weapon which has the appropriate element.

Getting your hero back to the default version of the weapon after the battle could be tricky if you're using the built-in random encounter system, as there's no easy way to tell when a battle just finished. Maybe you could have a switch that gets turned on at the start of every battle, and make an Auto-Start common event triggered by that switch to do battle clean-up.

This is actually the exact process I'm using.
The specific problem I'm running into is that I wanted to throw this feature into a skill subset devoted to adding elemental effects to your weapon.
A skill that turns on a switch is the first thing I thought of, BUT when the player learns a skill that is "switch" based if falls into both his primary skills AND the skill subset. Really a bummer...
Is there ANY way around this?

I'm sorry, I should've been much more specific with this topic.
Thank you very much for the excellent answer!

EDIT
P.S. I am using a custom encounter system.
Ah. Yeah, I've been irked by that too. One thing which might work would be to make the skill inflict a status condition on self, and use that condition as a flag. I think I tried this before myself and it didn't work out for me, but it might be okay for your case because it won't need to have any real effect until the turn after it's used. I think you'll need to make sure that the monster group event page that checks for this has only "low-priority" triggers, as I describe here, otherwise the page will run before the skill actually completes and inflicts the status you'd be checking for. I'd recommend triggering by a switch that's just always on.
Common event each turn. In the common event, basically check if a switch (done by skill) is ON. Then within the switch swap weapons. Like this:

If Switch FireSword ON
... (Do this for all switches)
If Iron Sword is equipped by X character
Equip Iron Sword (this one has fire attribute)
else
Equip the other Iron Sword
Remove all fire Iron Swords from inventory.
... (Do this for all items)

It's horribly redundant, and you'd need copies of all weapons. But this is probably your best bet.
author=AubreyTheBard
Ah. Yeah, I've been irked by that too. One thing which might work would be to make the skill inflict a status condition on self, and use that condition as a flag. I think I tried this before myself and it didn't work out for me, but it might be okay for your case because it won't need to have any real effect until the turn after it's used. I think you'll need to make sure that the monster group event page that checks for this has only "low-priority" triggers, as I describe here, otherwise the page will run before the skill actually completes and inflicts the status you'd be checking for. I'd recommend triggering by a switch that's just always on.

Oh shit.
Thanks for the idea, buddy!
I'm gonna give that a try!
If anyone is interested, I will report back if I succeed.
@AubreyTheBard

Totally worked!
If you'd like to see the exact programming I used, I'd be happy to post screenshots, and explain the coding.

Also, if you wish, I'd very much be willing to acknowledge you in the game's credits.
Thank you for the help.
Heh, glad it helped. :) You can list me in the Special Thanks section if you have one of those, but it's not a big deal.
Will do, buddy!
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