[RMXP] SKILLS LINKED TO EQUIPMENT?
Posts
Pages:
1
So in a nutshell, I'm making a game rn and I want to include a function where certain techniques are linked to specific equipment,
so to speak, if my character wears The Amulet of Thor he's supposed to learn thunder moves that are supposed to level up over time,
like with materia in ff7 except the moves are supposed to be bound to the equipment,
so the character shouldnt be able to use them once the equipment is unequipped.
I'm relatively new into scripting and a bit overwhelmed.
I'm thinking about using a parallel process like
"if "Equipment" is on, "Character" Learns "Move" and if not he forgets, but how do I best setup the value to level up skills?
I mean I would just use a conditional branch like "if value xy is at "exp" learn "Level 3 Move" else if Value XY is at "exp" Learn "level 2 move" you get the picture but how can I make it so the character only gets "exp" for that move when he uses the corresponding skill?
so to speak, if my character wears The Amulet of Thor he's supposed to learn thunder moves that are supposed to level up over time,
like with materia in ff7 except the moves are supposed to be bound to the equipment,
so the character shouldnt be able to use them once the equipment is unequipped.
I'm relatively new into scripting and a bit overwhelmed.
I'm thinking about using a parallel process like
"if "Equipment" is on, "Character" Learns "Move" and if not he forgets, but how do I best setup the value to level up skills?
I mean I would just use a conditional branch like "if value xy is at "exp" learn "Level 3 Move" else if Value XY is at "exp" Learn "level 2 move" you get the picture but how can I make it so the character only gets "exp" for that move when he uses the corresponding skill?
The guy who makes the RPG Maker game series "Driftwood" has a video about slot items added to equipment to change their stats or something. I would think this would also involve that. There are items that can be added to equipment. Also, different equipment have a different number of slots. I'm no where near ready to do this either.
Attaching skills to equipment and allowing said skills to improve with use? The two ideas seem to contradict each other to me. I'd almost prefer having the skill upgrade path on the same lines as equipment: better equipment means better, or more efficient, skills.
However, if a system like that would exist, would very likely involve a lot of bookeeping on the programming side. At the very least, it would mean one variable per skill upgrade path per character.
As for the question as to how a character might gain "skill exp" from using a skill, the way I've done that is to call a Common Event. Said Common Event also handles the upgrade as well. However, I'm not 100% sure if this is possible to perform in XP, as I no longer have a copy of it. ;_;
However, if a system like that would exist, would very likely involve a lot of bookeeping on the programming side. At the very least, it would mean one variable per skill upgrade path per character.
As for the question as to how a character might gain "skill exp" from using a skill, the way I've done that is to call a Common Event. Said Common Event also handles the upgrade as well. However, I'm not 100% sure if this is possible to perform in XP, as I no longer have a copy of it. ;_;
*rechecks OP*
They do mention FF7. That's my error.I'm also an idiot for temporarily forgetting how that game combined the two concepts. XD
Googling "rpgmaker xp materia system" calls up forums that have old/broken links (would the Wayback Machine help?) or links to a system made by Victor Saint... for Ace. ;_;
They do mention FF7. That's my error.
Googling "rpgmaker xp materia system" calls up forums that have old/broken links (would the Wayback Machine help?) or links to a system made by Victor Saint... for Ace. ;_;
Be careful doing that because if a character is affected by multiple element rate traits they are multiplied.
(two 50% rates is 25%, but two -100% rates is +100%)
So it's not available out of the box, you have to script it (and consider how you want to handle multiple equipment pieces with element drain)
(two 50% rates is 25%, but two -100% rates is +100%)
So it's not available out of the box, you have to script it (and consider how you want to handle multiple equipment pieces with element drain)
I think there are some misunderstandings, so i just show it it'll be easier. This is how i manage skills leveling up and only being aviable if a item is equipped:
This is how i manage skill exp gain, but its not what i intend it to be. What i want it to be, is the skills leveling by using, not just by having the item equipped at turn 1:
Hope that clears up what i mean. I just need a way, no matter if its a line of ruby script or just a simple row of commands that increase the valuable when using the skill/skills. Exp growth tree, etc is just experimental at this point.
(Sorry for the big images i just randomly uploaded them ^^")

This is how i manage skill exp gain, but its not what i intend it to be. What i want it to be, is the skills leveling by using, not just by having the item equipped at turn 1:

Hope that clears up what i mean. I just need a way, no matter if its a line of ruby script or just a simple row of commands that increase the valuable when using the skill/skills. Exp growth tree, etc is just experimental at this point.
(Sorry for the big images i just randomly uploaded them ^^")
Pages:
1















