TRIHAN'S PROFILE

Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
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Sidhe Quest
When everything goes wrong, it's up to our heroes to go and do a bunch of other stuff!

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(RM2K3) I'm trying to make an magic combo system, should I make it a Skill Subset?

(RM2K3) I'm trying to make an magic combo system, should I make it a Skill Subset?

What format would you be able to open it in?

(RM2K3) I'm trying to make an magic combo system, should I make it a Skill Subset?

Did you check out the example project I linked?

(RM2K3) I'm trying to make an magic combo system, should I make it a Skill Subset?

That would work too, though skill subsets honestly aren't all that complicated.

Pentagram

I'm almost tempted to sign up as your scripter because I do so love me some cake, but I don't know if I'd have the time. What sort of scripts were you looking for?

(RM2K3) I'm trying to make an magic combo system, should I make it a Skill Subset?

As a corollary to Aten's explanation, note that just putting a skill into a subset doesn't in and of itself give that skill to the person with the command; they still have to learn it.

Edit: One cheap and easy way to do what you're thinking about, MKID232, is to have a parallel process common event with conditional branches checking to see if character X has skills Y and Z, and if so forget those skills and learn skill T with some kind of indication or message. If you wanted, you could have a "Combo" skill subset for this instead of forgetting the original skills.

Edit 2: I decided to have some fun and whip up a sample of what I mean: http://rpgmaker.net/users/Trihan/locker/Skill_Subset_Test.lzh

Note that the parallel process common event resets the battle commands so that they're always in the right order. (Another thing about skill subsets is that skills within them will still show in the general "skills" command, so I made a second subset for the skills that I was combining)

It's a Matter of Choice

The intent wasn't so much to cheat the player so much as to show that good choices don't always necessarily have to have good results. This would obviously be intended more for those who were going for a slightly more realistic world view rather than the idealistic bubble that RPG worlds tend to exist in, but I get your point.

Kidnapped

DG, I'm sure they were -supposed- to be like that, but I'm offering you a constructive suggestion: Don't do it. It isn't scary and it isn't entertaining, all it does is detract from the impact of the cutscenes.

Also, my noise meter was barely a tenth full when I forced the door, so it's pretty unforgiving apparently.

Kidnapped

...words fail me.

The Cutscenes in Space were bad enough, but when I got a game over just for forcing a door open, I couldn't continue. Sorry, but I did not enjoy this in the slightest.

The Tiamat Sacrament Review

I'm continuing with the game now. I increased the agility of everything by 100, which didn't make a huge difference but at least Kelburn doesn't take a month to act now. And I got past the lily pad puzzle by editing a path into the map. :P