FOR RPGMAKER 2003..
Posts
AIRXZENS QUESTION TOPIC!
Okay. Noob question time!
New Question:(Unsolved)
Okay, So, My main Character has a skill Command i (for now)
call Chain.
What happens is, Every time he use's the Fight command.
the Variable Chain goes up by 1.
When Variable chain reaches a certain number a skill gets added to the
Chain Command.
Now i know how to make it so that when he uses one Chain Ability, ALL of the Chain Abilitys go away.
But i want it so that only the "Chain Points" Go down.
EXAMPLE!
Total Chain Points = 10
Chain Abilities:(These are only examples)
Bash = 5 Chain points
Smash = 10 Chain points
He Uses Bash.
Take 5 chain points away from 10
Which then makes the total of chain points 5.
And in result of that. Smash Gets taken away from the Chain Abilities(Not greyed out, but removed) Because there is not enough Chain points for it but Bash stays because there is.
But once there is 10 chain points total Smash will return.
How do i make this possible?
Okay. Noob question time!
New Question:(Unsolved)
Okay, So, My main Character has a skill Command i (for now)
call Chain.
What happens is, Every time he use's the Fight command.
the Variable Chain goes up by 1.
When Variable chain reaches a certain number a skill gets added to the
Chain Command.
Now i know how to make it so that when he uses one Chain Ability, ALL of the Chain Abilitys go away.
But i want it so that only the "Chain Points" Go down.
EXAMPLE!
Total Chain Points = 10
Chain Abilities:(These are only examples)
Bash = 5 Chain points
Smash = 10 Chain points
He Uses Bash.
Take 5 chain points away from 10
Which then makes the total of chain points 5.
And in result of that. Smash Gets taken away from the Chain Abilities(Not greyed out, but removed) Because there is not enough Chain points for it but Bash stays because there is.
But once there is 10 chain points total Smash will return.
How do i make this possible?
You can make this your topic for questions I guess, unless a moderator says otherwise. Not sure why they would though. :P
As for the facesets, you use the 'Face Graphic' command (third from the top on the first page of commands) and choose which face you want shown. Then add a message below it. If you want to get rid of a face you have to use the same command, but this time choose 'erase face'.
As for the facesets, you use the 'Face Graphic' command (third from the top on the first page of commands) and choose which face you want shown. Then add a message below it. If you want to get rid of a face you have to use the same command, but this time choose 'erase face'.
We're going to be revamping a nice, centralized FAQ for basic "newbie" questions like Mog did here:
http://rpgmaker.net/forums/topics/1655/
Until we work something out for basic help and requests, I'm fine with having beginner question topics like this. However, I do request that you take a look at the above topic and see if your question has already been answered :)
http://rpgmaker.net/forums/topics/1655/
Until we work something out for basic help and requests, I'm fine with having beginner question topics like this. However, I do request that you take a look at the above topic and see if your question has already been answered :)
That's the nicest way i've seen any moderator answer in this type of situation! (The hard part is : keep it up on the long run...)
author=chana
That's the nicest way i've seen any moderator answer in this type of situation! (The hard part is : keep it up on the long run...)
I think your right
&
Hahaha yes, how long will the mask stay on before the elastic breaks haha!
&
Righto Dec, Sure will :)!
Oh btw, Thank you.
I believe I am allowed to bump this.
It being a new day and all.
1:47 in the morning.
Last post was on the 9th its now the 10th
(for me it is)
So yeah, New question on first post. Would love Help on it.
Thanks :)
It being a new day and all.
1:47 in the morning.
Last post was on the 9th its now the 10th
(for me it is)
So yeah, New question on first post. Would love Help on it.
Thanks :)
uhh.... just make a new post when you have a new question. Editing the OP and then bumping the next day is rather obnoxious.
Yeah, as kentona said, just make a new post. There's no need to update the OP. The forum automatically directs you to the newest post anyway. :P
So what you're asking is if there's a way to deduct points from the variable, Chain Points? In the variable box (where you chose said variable and add points) there's some buttons. (Under the 'Variable to Change' section.) Just choose subtract and add the amount you want to get rid of. Easy. :P
Unless that's not what you're asking, in which case you might need to be a bit clearer. ^.^;
Oops! Re-reading it may have been more about how to get rid of one skill at a time, depending on something. That's also pretty easy. Now, what you need is a conditional branch - also called forks.
Choose to set it by your Chain variable, then have it check the amount you want checked. You'll have a branch with an if/else. In the area between put the code to add the skill (which can be found in the same place that you learn skills.) So...
<>Branch if var is 5 or less
<>Change Skills: Remove Skill
<> Else
<>
End
Hope that helps. :D
So what you're asking is if there's a way to deduct points from the variable, Chain Points? In the variable box (where you chose said variable and add points) there's some buttons. (Under the 'Variable to Change' section.) Just choose subtract and add the amount you want to get rid of. Easy. :P
Unless that's not what you're asking, in which case you might need to be a bit clearer. ^.^;
Oops! Re-reading it may have been more about how to get rid of one skill at a time, depending on something. That's also pretty easy. Now, what you need is a conditional branch - also called forks.
Choose to set it by your Chain variable, then have it check the amount you want checked. You'll have a branch with an if/else. In the area between put the code to add the skill (which can be found in the same place that you learn skills.) So...
<>Branch if var is 5 or less
<>Change Skills: Remove Skill
<> Else
<>
End
Hope that helps. :D
Yeah, we have no problem with adding posts. If you want, you can compile the questions and answers in that first post so that we could use it later as material for an FAQ or something similar.
Oh sorry Kentona.
And Ill give what you said a try Liberty
Ill edit post in a minute
EDIT:Okay, I want it so that it subtracts the chain points so in result the Chain Ability's go away
EDIT: Didnt try the first bit. hang on
EDIT:(again)Okay so that didnt work either. Maybe another example
Example:
The variable "chain" has 10 points in it. Because you have used the Command Fight. 10 times.
Now he uses Bash. That Takes Away 5 chain points away from the Variable "Chain"
Makeing Smash(which needs 10 chain points) go away form the menu.
But bash staying.
So how do i make it that the Chain points go down and as a result the abilities that that need more the 5 go away but come back after getting the required amount of Chain Points
And okay Righto Deckiller.
And Ill give what you said a try Liberty
Ill edit post in a minute
EDIT
EDIT:
EDIT:(again)Okay so that didnt work either. Maybe another example
Example:
The variable "chain" has 10 points in it. Because you have used the Command Fight. 10 times.
Now he uses Bash. That Takes Away 5 chain points away from the Variable "Chain"
Makeing Smash(which needs 10 chain points) go away form the menu.
But bash staying.
So how do i make it that the Chain points go down and as a result the abilities that that need more the 5 go away but come back after getting the required amount of Chain Points
And okay Righto Deckiller.
In the battle events you need to make an event that checks each turn and have it use the above fork/condition branch setup how you want it to work. Here's a screenie for clarification.
So 1x means every turn it will check. Then it will check the amount in variable and if it's more than 5 it will add the skill. If less, it will remove the skill.
To make the chain points go down just have a battle event set to the command use and when used decrease the amount in the variable by the amount you want. Like you did with adding a point every time you attack.
Oh wait, you mean when you use the spell? Well I'm not too sure about that, logic dictates there should be a way to tell. I can think of maybe one idea to check but it's a bit round-a-bout.
Basically set each spell to cost a different amount of MP. At the very start of the battle (0x) have a variable check how much MP the hero has, then at the start of the next turn have another check to see if it's equal to the MP used up. SO bascially you're checking to see if any MP has been used during the turn, then deduct points based on which skill - because each has a different amount this shouldn't be too hard.
For example:
Bash uses 4 MP
Smash uses 6 MP
Start of battle, make a variable equal MP amount. Say, "MP Current". This goes on it's own page.
:Variable MP CURRENT - set equal to Hero MP (not Max MP):
Next turn see if any has been used with another two variables "MP Check" and "MP Difference".
New Event page, set to Hero Uses 'Skill Command' (this is the drop down for his skills) and checks each turn.
:Variable MP CHECK - set equal to Hero MP (not Max MP:
Condition Branch: If MP CHECK equal to or higher than MP CURRENT, then do nothing, but If MP CHECK less than MP CURRENT THEN:
:Set MP DIFFERENCE Equal to MP CURRENT:
:Subtract MP CHECK from MP DIFFERENCE:
:Conditional Branch: If MP DIFFERENCE = 6 then Change Variable CHAIN POINTS - 10
ELSE, If MP DIFFERENCE = 4 then Change Variable CHAIN POINTS - 5
That should work but it'll be annoying if you have lots of skills. Hopefully someone will come up with a better way of doing it though. ^.^;
Here's a screenie to help you get the idea:
MP CURRENT page, checks for MP.
Second page to check for changes:

So 1x means every turn it will check. Then it will check the amount in variable and if it's more than 5 it will add the skill. If less, it will remove the skill.
To make the chain points go down just have a battle event set to the command use and when used decrease the amount in the variable by the amount you want. Like you did with adding a point every time you attack.
Oh wait, you mean when you use the spell? Well I'm not too sure about that, logic dictates there should be a way to tell. I can think of maybe one idea to check but it's a bit round-a-bout.
Basically set each spell to cost a different amount of MP. At the very start of the battle (0x) have a variable check how much MP the hero has, then at the start of the next turn have another check to see if it's equal to the MP used up. SO bascially you're checking to see if any MP has been used during the turn, then deduct points based on which skill - because each has a different amount this shouldn't be too hard.
For example:
Bash uses 4 MP
Smash uses 6 MP
Start of battle, make a variable equal MP amount. Say, "MP Current". This goes on it's own page.
:Variable MP CURRENT - set equal to Hero MP (not Max MP):
Next turn see if any has been used with another two variables "MP Check" and "MP Difference".
New Event page, set to Hero Uses 'Skill Command' (this is the drop down for his skills) and checks each turn.
:Variable MP CHECK - set equal to Hero MP (not Max MP:
Condition Branch: If MP CHECK equal to or higher than MP CURRENT, then do nothing, but If MP CHECK less than MP CURRENT THEN:
:Set MP DIFFERENCE Equal to MP CURRENT:
:Subtract MP CHECK from MP DIFFERENCE:
:Conditional Branch: If MP DIFFERENCE = 6 then Change Variable CHAIN POINTS - 10
ELSE, If MP DIFFERENCE = 4 then Change Variable CHAIN POINTS - 5
That should work but it'll be annoying if you have lots of skills. Hopefully someone will come up with a better way of doing it though. ^.^;
Here's a screenie to help you get the idea:
MP CURRENT page, checks for MP.

Second page to check for changes:

Oh that should work just fine.
Im gunna make round abouts 4 Chain skills for now.
Add more if a better way comes along.
Thanks for the Help Liberty.
EDIT:
Found a problem.
This works. Kinda.
For some reason, the skill WONT go away, but ive figured that out now.
But this only works WHILE he has MP.
If he has no MP then the Skills cant be used.
He dosnt use magic so he i believe he needs something else.
Maybe evertime he attacks it adds +1 to mp as well as to Chain?
Im gunna make round abouts 4 Chain skills for now.
Add more if a better way comes along.
Thanks for the Help Liberty.
EDIT:
Found a problem.
This works. Kinda.
For some reason, the skill WONT go away, but ive figured that out now.
But this only works WHILE he has MP.
If he has no MP then the Skills cant be used.
He dosnt use magic so he i believe he needs something else.
Maybe evertime he attacks it adds +1 to mp as well as to Chain?
author=Airxzen
Example:
The variable "chain" has 10 points in it. Because you have used the Command Fight. 10 times.
Now he uses Bash. That Takes Away 5 chain points away from the Variable "Chain"
Makeing Smash(which needs 10 chain points) go away form the menu.
But bash staying.
So how do i make it that the Chain points go down and as a result the abilities that that need more the 5 go away but come back after getting the required amount of Chain Points
Well, for a noob, it doesn't look like you're that much of one.
I cant tell if thats sarcasm or an actual compliment.
Please tell me & ill reply with the correct response.
Please tell me & ill reply with the correct response.
Oh right...
Response:
haha thank you :D!
It was the tuts here on RMN, They helped me heaps.
So yeah, its because of RMN that i understand Variables...a little.
Response:
haha thank you :D!
It was the tuts here on RMN, They helped me heaps.
So yeah, its because of RMN that i understand Variables...a little.
Yes. Though. RMN needs a few more tuts.
Dont know what of, but still more tuts would be awesome.
Anyways. Enough off topic banter lets do some RPG-ing-ing...ing??
Dont know what of, but still more tuts would be awesome.
Anyways. Enough off topic banter lets do some RPG-ing-ing...ing??
That would work - the adding MP thing.
Oh holy shit. I just remembered that there is a way to tell when a certain skill has been used. In the skill creation area set it to a switch skill and assign a switch to it. Then in battle you can check if the switch is on, do your variable changes, then turn the switch off. So you'd have a battle event that starts every turn.
IF: Switch - Bash = ON
- Var POINTS subtract 5
END
IF: Switch - Slash = ON
- Var POINTS subtract 10
END
Change Switch off
This way you can have the skills cost 0 MP. :P
Oh holy shit. I just remembered that there is a way to tell when a certain skill has been used. In the skill creation area set it to a switch skill and assign a switch to it. Then in battle you can check if the switch is on, do your variable changes, then turn the switch off. So you'd have a battle event that starts every turn.
IF: Switch - Bash = ON
- Var POINTS subtract 5
END
IF: Switch - Slash = ON
- Var POINTS subtract 10
END
Change Switch off
This way you can have the skills cost 0 MP. :P
















