EQUIPPING IN BATTLE [RPG MAKER 2K3]

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I've wondered if it is possible to create a seamless in-battle equip system, such as equipping a new weapon while in combat. I can see one being made, but the in game programming would require a branch for each possible weapon in the game, in addition to further checking to see if the person has the weapon and can even wield it. Before I think of adding such a feature, I was wondering if there is any easier methods to implementing this before I decide to put it as a priority or not.
Only easier methods I can think of:

Method A- Hack Feature Into RM2k3
Method B- Use A More Flexible Engine
I was thinking the same thing. The main reason I wanted it was because I was thinking of putting an ammo system in, and when you ran out of bullets, your character would need to equip a different weapon. It's not important for my game, so I'll mainly cut the idea. Thanks.
I am fairly certain you can use a catchall unequip command if he runs out of ammo and don't have to make a separate branch for every weapon. You should be able to just check for ammo and unequip him if he is out (and reequip him with a standard knife or something, for the weapon he is reequipped with you'll need a branch or perhaps separate page).

post=102914
Only easier methods I can think of:

Method A- Hack Feature Into RM2k3
Method B- Use A More Flexible Engine


very helpful post
I'm sort of interested in this myself. Is this the path to making a decent ammo system for a gun wielding character?
post=102919
I am fairly certain you can use a catchall unequip command if he runs out of ammo and don't have to make a separate branch for every weapon. You should be able to just check for ammo and unequip him if he is out (and reequip him with a standard knife or something, for the weapon he is reequipped with you'll need a branch or perhaps separate page).
See I was thinking of that, which I don't mind doing, but the player not having the option to use a different weapon that they want and having to stick to something else mainly just disappoints the player, especially with no way to equip a different weapon. Therefore, I rather not deal with the system unless it's required for my game's system, and in my planning stage right now, it's a feature that low on priority.
Yeah, I can understand your concern. For short battles it doesn't make sense, but running out of ammo in a boss battle or other similar long battle could be devastating.
Create a skill subset and then make a skill for every weapon that ties to only that command. You can either keep the command on for the whole battle, or add it when he is out of ammo. Either way, have each skill be set to their own switch. Add or remove the skills depending on if you have that specific item in your inventory. The switches would tie to a battle event which would call the common event that checks what was used and equips accordingly.

By the way, your last sentence is correct. Do not even deal with the mechanic, especially in the default battle system. Even the method I explained is very clumsy and poor and there is no way to do it correctly. Leave it out, ammo systems are terrible.
Another thing you could do is let them choose a back-up weapon whilst out of battle, using switches to denote which backup they chose, then use Kaempfer's idea in battle. That way they have a choice, though it is out of battle that the choice is made.
post=102935
Create a skill subset and then make a skill for every weapon that ties to only that command. You can either keep the command on for the whole battle, or add it when he is out of ammo. Either way, have each skill be set to their own switch. Add or remove the skills depending on if you have that specific item in your inventory. The switches would tie to a battle event which would call the common event that checks what was used and equips accordingly.

By the way, your last sentence is correct. Do not even deal with the mechanic, especially in the default battle system. Even the method I explained is very clumsy and poor and there is no way to do it correctly. Leave it out, ammo systems are terrible.

That's clever as hell. I never thought of doing that. Just making an "Equip" skillset and inside that command list are "technically all the weapons the character can equip as long as they have it", functioning basically as an inventory. Genius. But yet again, I won't use this feature unless necessary.

post=102955
Another thing you could do is let them choose a back-up weapon whilst out of battle, using switches to denote which backup they chose, then use Kaempfer's idea in battle. That way they have a choice, though it is out of battle that the choice is made.

And I thought about that, too, but at first I still worried about the item changing design. But now that Neophyte gave a very interesting alternative, I'm a bit more interested now.
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