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[RMVX ACE] IS THERE A WAY TO MAKE WEAPONS GAIN EXPERIENCE FROM USE AND LEVEL UP?

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i am asking because i got an idea for my project that i hope to add to it. you are welcome to post script links if you know of any scripts. here is my idea: weapons gain experience every time they are used and level up. doing more damage and or gaining more attacks.
http://cobbtocs.co.uk/wp/?p=155

Fomars' Equipment LU script does the trick, along with leveling up general equipment. You only need one other required script if you're not using some kind of AP system, and you can set the max level to whatever you want, so I highly recommend it.
that script is too limited as it requires separate database entries for each level. i need something better. jigglypuff is the middle evolution.(it have already evolved once and can evolve one more time through a stone.)
Marrend
Guardian of the Description Thread
21806
Given the comments, I figure the script zacheatscrackers linked to is best used for weapon-levels that go up to 5. Maybe 11 10 if you're feeling insane. By saying you need something better, I'm guessing your weapon-levels go up to, like, what, 20? 50? Is there a cap, even?
i want something that is configured through note tags in order to specify upgraded stats and add level numbers to the weapons as they level up. if there is no such script, please help me create my own.
If someone asked me right now: "Hey man, I wanna make my characters weapons level up, whats the best way to do that? And I don't want to make new database entries for each level." I'd look at em a bit cross eyed, tell them to do a google search to see if there is a script for it (There probably isn't), and if not, then tell them to cheat:

Have each character have a unique assigned weapon to them, locked to them for story reasons (soul bound, family heirlooms, whatev), don't let them unequip the weapons. Whenever you want to have the weapon level up, run an event in game that gives the character the associated stat bonus.

If you -must- have this script, because you can not compromise your vision, and there is no script out there (Seriously, google it yourself, people have already offered a similar script), and you can't learn to do the scripting yourself...you'll likely have to pay someone.
i can learn to do the scripting myself but every time i ask to be taught people refuse. each character can change class and as such they change equipment.
Marrend
Guardian of the Description Thread
21806
author=andreasaspenberg
each character can change class and as such they change equipment.

Then, is this more about characters auto-equipping the best equipment after a class-switch? You don't need weapon levels for that. There's a function, probably in Game_Actor, that optimizes equipment. Use it after whatever class change processing you have, and you should be okay.

Or, maybe I'm just missing something huge?

*Edit: Though, the code might look like "$game_actors[x].optimize", or whatever. So, there's probably some kind of conditional branch involved that depends on whose class is changing.
as immortal`s path 3 is my greatest game ever i want more stuff. it is the first game in the series to be made in vx ace as well while the others is being made in 2003. weapon levels would be very useful due to how much HP each boss have. i am willing to code systems myself.
Marrend
Guardian of the Description Thread
21806
author=andreasaspenberg
weapon levels would be very useful due to how much HP each boss have.


So, are bosses just mountains of HP that need to be whittled down, or are they supposed to challenge the player to use all their skills and knowledge of the game up to the point at which they are encountered? I'm kinda assuming a linear game here, but, I think the concept generally remains the same? I dunno.


That aside, I'm recalling that you want to implement this system by using note-tags. Personally speaking, I'm no expert on the use of note-tags, and would have to find some kind of reference to see how they work.
variables would work if the number of weapons had been limited but, as it is not a different solution is needed.
author=Marrend
That aside, I'm recalling that you want to implement this system by using note-tags. Personally speaking, I'm no expert on the use of note-tags, and would have to find some kind of reference to see how they work.
Fomar made a tut http://cobbtocs.co.uk/wp/?p=312. It's rather basic, but it does the job it needs to do just fine :)

As for op's question, I don't think it'll be very easy to do for any one not a pro at this. You could try modifying fomar's script to suit your needs, I guess.
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