DUPLICATE SKILLS IN RM2K
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So I'm sitting here with a hero character that has like three different entries for Cure and two Scans, they all point to the same skill so it's not like I have duplicate entries in the database.
I'll explain a little bit about my gameplay system so you can get a better idea of what the issue is: There's a bunch of different people you can recruit in this game and you can teach them skills from a guild. When you teach them a skill from a guild rm2k stores that in a switch, so that way when you want to switch your guy out and replace him with someone else, that other person will have all the skills that you taught the other person.
Now these people you recruit can also learn skills naturally through level ups and they can also learn skills through a weapon system in the game, where leveling up a weapon may net you a skill. That's where the duplicate skill entries are coming in. I'm not sure if there's a way I can tell Rm2k that "these here are duplicate skills" since the skills all point to the same one in the database Rm2k logically thinks that there's only one entry for any skill even though it's displaying like 3 other duplicate entries.
I'm in the midst of polishing up my game now and while it's not gamebreaking or anything, it's annoying enough for me to try anything possible for a resolution. There's enough skills in a typical persons skillset without going through 5 pages of clutter :(
I'll explain a little bit about my gameplay system so you can get a better idea of what the issue is: There's a bunch of different people you can recruit in this game and you can teach them skills from a guild. When you teach them a skill from a guild rm2k stores that in a switch, so that way when you want to switch your guy out and replace him with someone else, that other person will have all the skills that you taught the other person.
Now these people you recruit can also learn skills naturally through level ups and they can also learn skills through a weapon system in the game, where leveling up a weapon may net you a skill. That's where the duplicate skill entries are coming in. I'm not sure if there's a way I can tell Rm2k that "these here are duplicate skills" since the skills all point to the same one in the database Rm2k logically thinks that there's only one entry for any skill even though it's displaying like 3 other duplicate entries.
I'm in the midst of polishing up my game now and while it's not gamebreaking or anything, it's annoying enough for me to try anything possible for a resolution. There's enough skills in a typical persons skillset without going through 5 pages of clutter :(
You should be able to check if a character has a skill by using conditional branches. They're found on the third page of commands. On the second page of the Conditional Branches choices there's a drop down menu under the Character:---.
If: Character: (skill) learned
>Do not Teach skill
Else:
>Teach skill
END
You need to do this for each spell that can be learned via level up. Hope that helps a little.
If: Character: (skill) learned
>Do not Teach skill
Else:
>Teach skill
END
You need to do this for each spell that can be learned via level up. Hope that helps a little.
Assuming the source of duplicate skills is giving a character a skill when they already learnt it through levelling up (aka levelling up and the game gives a duplicate skill) you can put a condition to only give the skill if the character doesn't already know it.
Kidna like when you give a weapon-learned skill:
*e:fb
Kidna like when you give a weapon-learned skill:
If Golben knows the skill "Dark Mist"
DO NOTHING
Else
Give Skill: "Dark Mist"
End If
*e:fb
Sorry for the doublepost but just to expand on this since I realized why I never did that before: The weapon leveling common event is insanely large and takes like 20 seconds for rm2k to load it. On top of that there's about 60 different helper characters that you can recruit. If I were to use fork conditions to check if the skill is learned it would increase the event by probably 20x what it currently is and that's only with about 20% of the weapons actually coded in so far.
Is there another way I can do this without cluttering up this massive event more than necessary or am I screwed?
edit: To avoid a triple post I'll just edit this one: I found a solution, I have a party configuration event that records all of the stats of every possible party member and stores them in variables such as "Party Member 1 HP" "Party Member 2 MP" etc etc, so I can just dump a huge ass script in there that would store any learned skills for every possible party member in a variable. It's going to be huge and hopefully it doesn't lag the game (it runs this after every battle, whenever you exit the menu, use a savepoint, switch map, all sorts of stuff) so hopefully somebody runs into a better idea.
Is there another way I can do this without cluttering up this massive event more than necessary or am I screwed?
edit: To avoid a triple post I'll just edit this one: I found a solution, I have a party configuration event that records all of the stats of every possible party member and stores them in variables such as "Party Member 1 HP" "Party Member 2 MP" etc etc, so I can just dump a huge ass script in there that would store any learned skills for every possible party member in a variable. It's going to be huge and hopefully it doesn't lag the game (it runs this after every battle, whenever you exit the menu, use a savepoint, switch map, all sorts of stuff) so hopefully somebody runs into a better idea.
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