WEAPON LEARNING SKILL SISTEM BY USING COMMON EVENTS

Learning Skills by holding a weapon, pretty cool engine

Ok....hi everybody, i new in this comunity also using rpgmaker XP, i want to create my own game like any maker in this community, also want to publish and be rated like anyone want, anyway, my native language is spanish and my english can be kinda "rought" soooo i`ll try to make this article the "most legible" possible, soooo here we go

i see everyone look for scrip for create something but you can do amazing things with engine (Common events) to! with this tuturial you will be able to do your charactar learn skills in a diferent way than lvl up, by holding Weapons, armors and anything you want to equip him/her, soooo here we go:

-First: you need to chose the character (s) whic will be able to learn new skills/magic/thecninc you call has you want the point is you need to chose, for Fantasy/tradicional RPG games this can be a nice touch, anyway you must be sure to have A LOT of space in variable AND Interuptors,

I think this will be not a problem unless you game have like 180 hours of play, actually you will need 8 free spaces in variables to cover basic, Max HP, Max MP, lvl, experience, Streght, agility, dex, and magic this are the basic, you can add attack and defense but this factor are not affected by character grow in this rpgmaker sooo thats not the idea


-Second: we going to create a common event named like...."Liz skills" has example, despite this is a common event AND not a SCRIPT you need to create in EVERY MAP a event for this, this event MUST be overcharacter has parallel process, and this event MUST call this common(s) events for this

-Third: after you chosse wich character (s) will learn skills via weapons, is time to crete those variables, you need to create a variable named above ( Max HP, Max MP, lvl, experience, Streght, agility, dex, and magic) and set them to each of those factors, Example:

Opartion Variable :{001 Liz Max HP}= {Liz Max HP}

and all other must be like this for each character than will learn skills via weapons, each time your character move a step the automatic check every of this variables beacuse this is a parallel process as long the event is in the map, this will help you to do the trick!

Fourth: we to create a "condition" to check if "Liz" is in the party, if condition is meet we create another condition inside this one to check weapon equip AND here we setup our "start and goal" aslong condition are meet, lets call them Initial conditions Example:

initial conditions

Condition and effect: Character {Liz} in party
>Condition and effect: Character {Liz} Equiped with Ice Staff

>>>Opartion Variable :{002 Liz Max MP}= {Liz Max MP}
>>>Opartion Variable :{003 Liz Magic}= {Liz Max Magic}
>>>Opartion Variable :{009 Liz Goal Max MP}= Variable :{003 Liz Max Magic}
>>>Opartion Variable :{009 Liz Goal Max MP}= +90
>>>Opartion Variable :{010 Liz Goal Max Magic}= :{002 Liz Max MP}
>>>Opartion Variable :{010 Liz Goal Max Magic}= +30
Change Skills: +Ice
Opartion Interuptur (Equipped ice Staff) ON


Goal is the the "goal" we want our character meet to gain the new ability, you can do this with any variable you want as long this belong to this character

is we left it like this this even will keep repeting in infinite way and we never learn the skill also we never "forget it" if we unequip the weapon, and WE DONT WANT THAT

next is the "checking conditions" this mus be in this way:

Condition Interuptor: {Ice Learned ON}

Exeption
Condition and effect: Character {Liz} in party
>Condition and effect: Interuptur (Equipped ice Staff) ON
>>Condition and effect: Character {Liz} Equiped with Ice Staff
>>>Condition and effect: Variable :{002 Liz Max MP}=> Variable :{009 Liz Goal Max MP}
>>>>Condition and effect: Variable :{002 Liz Magic}=> Variable :{010 Liz Goal Magic}
TxT: You have learned in permanent way magic "Ice"
Interuptor: {Ice Learned ON}
>>Exeption
Change Skills -Ice
Opartion Interuptor (Equipped ice Staff) OFF
"


The interuptor {Ice Learned ON} is to prevent this event repet once condition are meet and prevent "informative text" to apper each time you move a step, also there is a last exeption, if "Liz" wont have equiped the ice "staff" she forget that skill and Interuptor ((Equipped ice Staff) OFF beacuse this event check this interuptor BEFORE any other condition, is stop there and to next condition, this "event" must end int this way:

>>>Opartion Variable :{002 Liz Max MP}= {Liz Max MP}
>>>Opartion Variable :{003 Liz Magic}= {Liz Max Magic}

Condition Interuptor: {Ice Learned ON}

Exeption
Condition and effect: Character {Liz} in party
>Condition and effect: Interuptur (Equipped ice Staff) ON
>>Condition and effect: Character {Liz} Equiped with Ice Staff
>>>Condition and effect: Variable :{002 Liz Max MP}=> Variable :{009 Liz Goal Max MP}
>>>>Condition and effect: Variable :{002 Liz Magic}=> Variable :{010 Liz Goal Magic}
TxT: You have learned in permanent way magic "Ice"
Interuptor: {Ice Learned ON}
>>Exeption
Change Skills -Ice
Opartion Interuptor (Equipped ice Staff) OFF

Condition and effect: Character {Liz} in party
>Condition and effect: Character {Liz} Equiped with Ice Staff

>>>Opartion Variable :{002 Liz Max MP}= {Liz Max MP}
>>>Opartion Variable :{003 Liz Magic}= {Liz Max Magic}
>>>Opartion Variable :{009 Liz Goal Max MP}= Variable :{003 Liz Max Magic}
>>>Opartion Variable :{009 Liz Goal Max MP}= +90
>>>Opartion Variable :{010 Liz Goal Max Magic}= :{002 Liz Max MP}
>>>Opartion Variable :{010 Liz Goal Max Magic}= +30
Change Skills: +Ice
Opartion Interuptur (Equipped ice Staff) ON
"

First checking character variables, in this case Max MP and magic them, checking condition wich prevent a infinite repetion of initial conditions, at last intial condition wich set the start point and the end point, if you un equip your item AND move a step you will have to start all over to get you skill, the "intial condition" are reseted!

you can add any number condition like have donwgraded version of the skill or even items has long they are in they are in the Checking condition AFTER the Equipped bottom

if one work, all will work, you just need to copy/paste and change variables, conditions and goals, it is working for me and i think it will work for you, is pretty cool engine :)

sorry for lacks of image beacuse of that i try to represent event creation page, once i be able i`ll upload the image :) please rate and comment anything you want :)

Posts

Pages: 1
Sated
puking up frothing vitriolic sarcastic spittle
4064
I'm going to be honest, here. You should really improve the presentation/grammar/spelling you've used because it is a bit confusing to read through. Images of the events would be better than typing them out, too, because they are simply easier to understand.

HOWEVER!

This looks like a decent system, assuming I am reading it correctly. Correct me if I am wrong, but this is supposed to make it so equipping an item lets a hero use a new skill? It also lets you make it so that the hero will learn that skill permanently if they gain a set increase in their Max MP and Magic stats whilst keeping the weapons equipped? Finally, it resets these stat parameters if you unequip the item, so you need to keep it equipped the whole time (i.e. you can't leave skills half-learned)?

Sounds a bit like the Final Fantasy IX system for learning skills, except the half-learned part. I like it.

I would like to point out that you don't need to include this event on every map. There is a common event tab in the database that lets you create parallel processes that apply to every map. That would be a better way to do this and should achieve the same effect (unless some of these commands are not available as common event in RMXP - I am assuming here that common events are available in RMXP as well, I don't have much experience with RMXP).

If you need any help with the presentation, look at my tutorial for a similar system (this one only makes it so certain weapons give you a skill whilst it is equipped, you don't eventually learn it permanently). The presentation should give you a good idea of how to lay things out!

http://rpgmaker.net/tutorials/129/
yes i know than my GRAMMAR IS HORRIBLE, has i said english is not my main lenguage, and i not that good but not a dumbass on it

and yes, it does exactly what you said, you can set anything you want to learn that skill, hp, mp, magic even items need it to learn it, and yes you can leve it in half way, i need to use to this becase at diference from other forums i have no easy access top chage fount size, fount color has i see in your presentation, if you help me with that i fix this tutorial :)
Sated
puking up frothing vitriolic sarcastic spittle
4064
Ah. Overlord WIP hasn't put buttons in for editing in yet. The code is the same as other forums, though, we just use BBCode.

A list of BBCode commands can be found here: Click Me
Hey there. If you want something to work without being in every map, here's what you do (this is also how you do a random weather event, then you just need a call event to stop it after a teleport). At some point, after you introduce the system to the user, turn on a switch (call it WeaponSkill or something). Now make a parallel process set so that if that switch is ON (click the checkbox), it activates. Voila! Instant all-map interface. When you need to deativate, simply turn the switch off.
once a prallel process is active wont stop, well i wont know that, anyway thks for the info
Sated
puking up frothing vitriolic sarcastic spittle
4064
You can make the Parallel Process inactive again by turning the switch you used to turn it on, off. That way, the system won't be active in cutscenes or anything else it might mess up.
I hate these stupid spam-bots!

Great tutorial, Arcan. I'm new to the RMN community, too.
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