ITEMS THAT TEACH

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I was wondering if there was a way in RPG Maker VX to have an item teach a specific character a skill.

I need to have my mages learn their skills from an item but I don't see how its possible to do that in vx. Any suggestions would be greatly appreciated.
Marrend
Guardian of the Description Thread
21806
I'd know how to make items that teach skills in 2K (perhaps 2K3 has this functionality too), but for XP or VX, you'd need a script for it. I've never heard of a script that does this, though.
author=Marrend
I'd know how to make items that teach skills in 2K (perhaps 2K3 has this functionality too), but for XP or VX, you'd need a script for it. I've never heard of a script that does this, though.

Really? It's incredibly simple. Set an item in the database item tab to "Book" and pair it with any skill in the skill tab. Choose the basics like who can use it and how many times etc.

EDIT Or did you mean drawing skills over time from items or something?
Well I want it so that if a character uses an item to learn fire, at certain levels he would learn fire 2 and fire 3, but only after using the item. If that's more complex, I could just do individual items to teach. I just started working with RPG Maker today so I'm sure I'm going to have a million questions as I get started. I'm working my way through the tutorials right now, but I can foresee a lot of things I want to do not being able to do without a script.
Marrend
Guardian of the Description Thread
21806
@LittleWingGuy: But VX was specified! There's no "Book" sub-item type in VX like there is in 2K/2K3!
This is taken from 2k3, but I don't imagine they nerfed it.
Just use a Switch item and make an Autoevent that runs if the switch is ON. The autoevent can be evented to do whatever you want. Just don't forget to turn the switch OFF.
If it's really, really necessary that you be able to use the item on a person in the menu instead of selecting them from a list, then you better learn Ruby.
So have it so when the item is obtained it automatically teaches the skill instead of being put the inventory? That would be a way around it. Carrying the item isn't important but learning abilities from items is a huge plot point, so if I can incorporate that someway it would be nice.
Well, something they must of replaced it with, was an option to get a common event to work after using an item. Does anyone know how to do that without making your character delete the item afterwards in 2K/2K3? There are switch items that allow you to use common events or do other things, but what about turning them off?
author=tpasmall
So have it so when the item is obtained it automatically teaches the skill instead of being put the inventory?

No. Switch items are used like any other item. The player will highlight it, press Enter, and the menu will close with the switch turned ON. This is in 2k3. I'm just guessing VX didn't do away with such a basic concept =\
With the switch turned on, your Common Event autostart will activate wherever you are.
And to "prevent" it from being deleted, you can just add a new one.
I'll play around with it some to see what I can do, I appreciate the help. I feel very strongly about my game concept so I want to take my time and do things right and explore all my options.
In RPGMaker XP there is a combination of common events and items. You make the item "Fire 1" on the items list. In the common events you create a fire 1 event. The event basically says, when this event is active, set active event to "none", then said character learns fire 1. Then you go back to the items list, and in "Fire 1" there's a common event box. Take the item FIRE ! and set the common event with the item. That's for XP I don't know about VX.
author=Marrend
@LittleWingGuy: But VX was specified! There's no "Book" sub-item type in VX like there is in 2K/2K3!


I didn't read your post properly, and thought you were asking how to do it in RM2k. Tiredness is to blame.
Alright, so based on your suggestions this is what I did:

Skill: Deathblow
Common event: Deathblow (Trigger: None, Change Skills "char" + Deathblow)
Item: Deathblow (Scope: None, Occasion: Only from Menu, Common Event: Deathblow)
Event: Change Items Deathblow + 1


It works perfect for teaching the skill but I haven't figured out how to make it teach subsequent skills as you level up. If I figure it out I'll post it here. Thank you everyone for your help!

(This is set up to teach one preset character the skill as thats what I needed for my game.)

Marrend
Guardian of the Description Thread
21806
Let's see if I understand this correctly. You've got a skill that leads to a common event. The common event gives the party an item. The item calls another common event. That common event gives the character the skill you wanted to give the player in the first place.

Seems to me that at least one of those steps can be removed...


*Edit: Wait, I think I read it wrong. The skill teaches itself (I think), and the item goes to the same comment event that the skill uses. They both give the player a "Deathblow" item. Assuming I'm reading this correctly at all.
Sorry, I just wrote out the order I did everything.

Basically you pick up the item deathblow (event)

The item contains the common event "deathblow". (item)

The common event teaches the skill deathblow.

Edit: The Skill is just named deathblow, it doesn't lead to the common event. It's just a placeholder to try to figure this stuff out
RPGMaker VX can check if people have a skill already, can't it? 2k3 could.
Just check to see if they have Deathblow Lvl.1. If so, remove it and teach Deathblow Lvl.2.
Not sure, I'm only on day 3 of the trial, so I'm still learning. I'll give it a try.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
You will need to use a conditional branch to see if the character knows the skill already.

I don't think conditional branches can directly check if a skill is known or not. Maybe they can. If not, you may have to turn on a switch when you teach the character the skill, and have the conditional branch check if that switch is on.
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