[RM2K3] I NEED HELP WITH MY BLUE MAGIC SYSTEM.
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Here's how it works.
Character (Vincent) uses "Study". There is an event under each battle which allows the possibility of learning monster attack (blue magic) It succeeds if they have an attack that he hasn't already learned (This works on a greater than/ less than, approach). It it's a more helpful skill, the odds aren't in his favour.
Study has a blank skill under it, so it can be targeted. Otherwise it's just a battle command put under "Skills - Specific" which can't be used on anything, or be used.
Vincent also has "Blue Magic", which is classified under "Skill" which allows the use of any spells he's learnt, but the skill under "Study" also gets in here. It doesn't do anything in a battle because the "skill" (The blank skill mentioned above) itself doesn't do anything.
I had to put "Blue Magic" under "skill" so it could use switch based spells like a "White Wind" type which is based on Vincent's current HP, and "exploder", which also depends on his current HP.
Could someone let me know how to work around this or if I'll just have to live with it.
Hope this isn't too confusing. It's a bit difficult putting it in to words.
Character (Vincent) uses "Study". There is an event under each battle which allows the possibility of learning monster attack (blue magic) It succeeds if they have an attack that he hasn't already learned (This works on a greater than/ less than, approach). It it's a more helpful skill, the odds aren't in his favour.
Study has a blank skill under it, so it can be targeted. Otherwise it's just a battle command put under "Skills - Specific" which can't be used on anything, or be used.
Vincent also has "Blue Magic", which is classified under "Skill" which allows the use of any spells he's learnt, but the skill under "Study" also gets in here. It doesn't do anything in a battle because the "skill" (The blank skill mentioned above) itself doesn't do anything.
I had to put "Blue Magic" under "skill" so it could use switch based spells like a "White Wind" type which is based on Vincent's current HP, and "exploder", which also depends on his current HP.
Could someone let me know how to work around this or if I'll just have to live with it.
Hope this isn't too confusing. It's a bit difficult putting it in to words.
Simple. Get rid of your "Study" sub-skill.
Forcing the player to use a skill to learn Blue Magic, further based on probability, is a terrible idea. Blue Mages already have a stigma to them, what with having to be included in the party to learn spells, but now you're adding the worst parts of a Thief : STEAL / fail / STEAL / fail / STEAL / fail / STEAL / success finally...
If Vincent sees it cast, he should learn it automatically.
Forcing the player to use a skill to learn Blue Magic, further based on probability, is a terrible idea. Blue Mages already have a stigma to them, what with having to be included in the party to learn spells, but now you're adding the worst parts of a Thief : STEAL / fail / STEAL / fail / STEAL / fail / STEAL / success finally...
If Vincent sees it cast, he should learn it automatically.
So you went with my idea :)
You can either make the probability of learning a skill really high or make it so when an enemy uses the skill it is learned. Unfortunately your not using Ace, so I have no idea to actually help you set this up. (I used this class in Othello and made the rate 100% successful, but not all enemies had a skill to learn.)
I'd rather have had it like how Strago does it in Final Fantasy VI, or how it works in V, but I don't know how.
If anyone does know how I could make this work in RM2K3 I'd appreciate it.
If anyone does know how I could make this work in RM2K3 I'd appreciate it.
I'm quite positive Strago learned them automatically, 100% of the time, just by seeing them cast, and he didn't have to do anything special to enable it. He wouldn't if he was afflicted with certain status ailments like Silence and Death though.
Emulating FF5's method would be trickier, since the spell actually has to hit the blue mage (f--king Level 5 Death >:O )
Emulating FF5's method would be trickier, since the spell actually has to hit the blue mage (f--king Level 5 Death >:O )
Design concerns aside, the "Skill" menu in RM2K3 includes all skills that an actor knows, from every "Skills (Specific)" subset and those that aren't included in a subset. If you really want to keep things separate, you need to make another "Skills (Specific)" subset to hold your regular skills (you can call it "Skills" if you like, though that could lead to confusion). I have the niggling feeling there was some other restriction that comes with this approach, maybe something to do with a problem if the skills aren't unique to the actor, but I forget what it is.
If I made a status effect (which does nothing) for each blue magic spell in each battle and then made a common event which would look like.
Conditional Fork "If Vincent is under (Status effect)"
Vincent learns (Skill name here)
Remove Status effect
Put in a conditional fork connected with a variable "For this particular spell" so this can't happen again.
Would this work?
Could someone tell me how I should insert this in to a battle? Should it be active right from the start (Turn 0) so it will just constantly be on in the background for that battle.
Conditional Fork "If Vincent is under (Status effect)"
Vincent learns (Skill name here)
Remove Status effect
Put in a conditional fork connected with a variable "For this particular spell" so this can't happen again.
Would this work?
Could someone tell me how I should insert this in to a battle? Should it be active right from the start (Turn 0) so it will just constantly be on in the background for that battle.
you could try tiamat sacrement's method, this girl activates an observe spell and if she sees enemies cast it X times, she would learn it. Better than RNG I think.
I've just tried my last idea and it works. Once you are hit with the spell, you learn it.
Thanks for the help.
Thanks for the help.
I can't remember exactly when during the turn conditions inflicted can be referenced (via "hero has this condition"), but the latest trigger in the turn order is Hero HP check, so I recommend using that to house your script. You can also use Party Exhaustion (it triggers around the same time) if you want something more universal.
Also, if you want to solve your original question, you can set your "Study" skill as an "Attack" command. This gives you targeting. Then to prevent the attack from going through, in the "Study command is used" script, inflict a stop condition on your Blue Mage. I can't remember if you have the condition last zero turns with 100% chance to recover or if you just remove it at the end of the script, but in either case the inflicting of the condition will stop the attack from occurring while still allowing you to reference what was targeted. You also shouldn't have a game over risk from the condition since it has a 100% chance to recover on it.
Also, if you want to solve your original question, you can set your "Study" skill as an "Attack" command. This gives you targeting. Then to prevent the attack from going through, in the "Study command is used" script, inflict a stop condition on your Blue Mage. I can't remember if you have the condition last zero turns with 100% chance to recover or if you just remove it at the end of the script, but in either case the inflicting of the condition will stop the attack from occurring while still allowing you to reference what was targeted. You also shouldn't have a game over risk from the condition since it has a 100% chance to recover on it.
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