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[RM2K3] NEED SUGGESTIONS FOR GAME MECHANICS...

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So here's a couple issues that I've come across. For those who already know, my game uses skill levels, up to about level 10 for most skills. As a skill levels up, so does its base power, effects, duration of statuses, accuracy, amongst other things. While the skills tries its darndest to tell what skill does what:



(Hey, it at least TRIES to give as much information, right?? Some can't even give THIS much in the skill description!)

It doesn't give everything I'd LIKE to give. I don't know if there's any way to extend the description section for skills or items or whatnot (is there a plugin for this??), but that's the lesser of the issues. The main issue is this:



As you can see, in order to level up skills, you need to use the corresponding skill scroll. On top of that, you have to use them IN ORDER (so you can't use a Level 5 skill scroll until you have level 4 of that skill) and while I'd LIKE to show the skill descriptions in the item description, that makes it really hard to tell what scroll is for what skill. So I'm not sure how to handle that part for shops and the like. This is issue #2.

Issue #3 is the biggest of the issues that I need help with, and many players would probably love this, myself included. As already mentioned, you have to use a skill scroll to learn a skill, and in order. However, this leads to having a LOOOOOOT of skill scrolls in your inventory to use, and you have to use them one at a time.



This, by the way, is an example of the common events associated with each skill scroll to make sure that it levels it up appropriately. However, I would like to make it so that once the player obtains the skill scroll and has it in their inventory after battle (and not during cutscenes either), it'll automatically use the scroll to level up the ability. I am not sure of the best way of handling this, or if there is any better suggestions on handling this, such as a CMS shop for skills (I wouldn't mind doing that, but I don't know much about CMS at all, and it sounds like it may be quite problematic?? I don't know...).

So, is there any good ways of handling any/all of these issues? Would anyone be willing to help refine the system a bit so that it's more bearable to work with? ^^;
Well, not too familiar with 2k3, but if you wanted to make it so that you don't have to use each and every scroll, you can make it so each scroll checks for the difference between its level and the current skill level, and uses all scrolls between them if available? For example, level 2 skill, have a 3, 4, and 5 scroll, use the five scroll, it checks to see if you have 3 and 4, and since you do, uses them both as well to just jump to 5?
You could try something like:

Common Event: Autorun
Branch Condition: Character knows corresponding Spell Lv.
Secondary Branch Condition: Corresponding Scroll (the next LV) is in the inventory.
X character learns corresponding spell
Corresponding Scroll -1

I am not at home now, but later I can try stuff on my own maker and let you know.

EDIT: Okay, here's a more detailed idea.

Make an event in battles that turns on a Switch in turn 0, meaning it will be on after the fight regardless of anything. Then make an Common Event that Autoruns when said Switch is On. Let's call the switch "SKILL LEARN"

So it would look kinda like this?

Common Event: Skill Mastering - Autorun - Switch: SKILL LEARN

@> Conditional Branch: REIMU has FIRA learned
@> Conditional Branch: FIRAGA SCROLL is in the Inventory
@> Change Skills: REIMU, + FIRAGA
@> Change Items: FIRAGA SCROLL, - 1
: Branch End
@>
: Branch End
@> Control Switches: 0022:SKILL LEARN = OFF

This is more or less draft for it. At least is the way I make my characters level up their Element Level and get AP for skills. Hope this helps.
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