Charas-Project

Game Creation => Requests => RPG Maker Programming => Topic started by: Vidian on May 21, 2007, 05:34:19 AM

Title: FF9 Magic learning System
Post by: Vidian on May 21, 2007, 05:34:19 AM
I want to make a Magic learning system like Final Fantasy 9.

Thats where you equip an Item Like "Wrist band"
And it allows you to use a skill.. lets say Ultima =D
But when you un-equip it You can't use Ultima anymore.

after you collect enough AP From battling while Wearing
"Wrist band" though You can use Ultima without wearing
The "Wrist Band"

Anyone know how I might do that?
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Post by: Moosetroop11 on May 21, 2007, 11:08:39 AM
This might help get you started:
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Post by: game_maniac on May 21, 2007, 04:37:48 PM
^ continuing after moosetroop, you could make a conditional branch for each skill/equipment, and inside it check to see if said item is equiped, and if it is, give an amount of AP.

I dunno how you plan to distribute AP, but I think the simplest way would be dividing it into 4 common events. For example, one for single monster battles, one for two-monster battles, one for three-monster battles and one for boss battles (the only thing that would change between each common event would be the amount of AP gained).

Finally, make an event for each monster group, and after all monster have been defeated make it call the corresponding common event.

Another option is to have one single common event that gives 1 AP, and make a different page for each monster on the selected monster group (using the trigger monster hp = 0%)

Note that this is all theory.
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Post by: A Forgotten Legend on May 21, 2007, 07:05:32 PM
Quote
Originally posted by game_maniac
Note that this is all theory.

lol.
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Post by: game_maniac on May 22, 2007, 12:10:34 PM
^technically it should work, but I haven't tested it. That's what I meant by theory.
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Post by: Moosetroop11 on May 22, 2007, 05:36:42 PM
You could, alternatively, just make every monster battle award 1 AP regardless of difficulty. No point giving yourself extra work yet.
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Post by: Daetyrnis on May 22, 2007, 07:13:17 PM
First of all, I would suggest a variable for each skill per character, not for each item (like in MT's pic).

As for how much AP to give, I would suggest the following.  In the script for each monster group, set variables such as Monster1ID, Monster2ID, Monster3ID, etc. to a number you attribute to each number.

For example, if the group is two slimes and one imp, slimes being number one and imps number four...
Monster1ID = 1
Monster2ID = 1
Monster3ID = 4

And, just so you don't give the player more AP than they deserve, set the 'extra' IDs to 0.  So if we have a maximum 5 enemies in a battle...
Monster4ID = 0
Monster5ID = 0

Then, in a common event, called however you like, determine the amount of AP per monster, added up to distribute amongst your party.

Yes, you could use 'Monster1AP' instead of 'Monster1ID', etc., but using an identification system like this can help improve other systems such as stealing, blue magic, etc.