Charas-Project

Game Creation => Requests => RPG Maker Programming => Topic started by: Rahl on April 22, 2009, 04:42:59 PM

Title: Rahl's Equipped Skill Books Tutorial
Post by: Rahl on April 22, 2009, 04:42:59 PM
In my search through my games for usefull tutorial I found this VERY simple but very usefull bit of coding I thought I would share with you. Its a common event that basically allows you to equip your hero with a piece of equipment that gives him/her the corresponding skill(s) that go with the equipment for so long as it is equipped. This doesn't only have to be used with accessories like books but can be applied to robes or jsut anything that is equipped. The only draw back is that the hero cannot learn the spell held with this script otherwise, but there are ways around this such as making a second identicle skill, but be sure to remember it will look ver akward should you give him the skill and allow him to equip the item with the same skill as he will have 2 of the same skill.

(http://i43.photobucket.com/albums/e354/hellroc/Scripting%20Tuts/mb1.jpg)
Title: Re: Rahl's Equipped Skill Books Tutorial
Post by: Rahl on April 22, 2009, 04:52:31 PM
oops, fixed.
Title: Re: Rahl's Equipped Skill Books Tutorial
Post by: Fisherson on April 23, 2009, 02:16:20 AM
Not bad. I may have to use this latter.
Title: Re: Rahl's Equipped Skill Books Tutorial
Post by: Rson_DeLarge on May 02, 2009, 11:32:44 PM
very nice, yes.
that bit about the identical skills, you could make this item something that only your mage class can equip and make the mp for the identical move learned from the book limitless. I seem to remember this from another game... anyways.
Title: Re: Rahl's Equipped Skill Books Tutorial
Post by: DenzTheMaster on May 29, 2009, 01:55:46 AM
Let's assume that in some way the book version is better than the original version.  I think if you have an identical version of the spell, have the event check first to see if you've already learned it, and if so, unlearn that version of the spell before you learn the book's version.  Turn a switch to designate that the original spell has indeed been learned.  That way when you unequip the book, you'll be able to use a conditional fork that works if the switch is on, so that the original spell can be relearned. 

This way you can have a regular version that, say, consumes MP, or if you equip the book, the spell won't cost MP. 
Title: Re: Rahl's Equipped Skill Books Tutorial
Post by: Rahl on May 30, 2009, 08:39:07 AM
That would work, it just depends on how you want it in your game.
Title: Re: Rahl's Equipped Skill Books Tutorial
Post by: DenzTheMaster on June 05, 2009, 08:15:44 PM
What might be a way to make it so having the book equipped for a certain amount of time makes you permanent learn the spell?  Is it possible?
Title: Re: Rahl's Equipped Skill Books Tutorial
Post by: Rahl on June 06, 2009, 07:54:21 AM
Yes its possible I suppose if you were to add labels and wating periods and a variable that added 1 every time it passed through the lable, if you want me to give you some screen of how this would work just let me know.
Title: Re: Rahl's Equipped Skill Books Tutorial
Post by: DenzTheMaster on June 08, 2009, 12:52:37 AM
Yes its possible I suppose if you were to add labels and wating periods and a variable that added 1 every time it passed through the lable, if you want me to give you some screen of how this would work just let me know.

Yes please, that would be helpful...I know nothing about these labels of which you speak.
Title: Re: Rahl's Equipped Skill Books Tutorial
Post by: DedlellyDeth on June 08, 2009, 01:31:02 AM
Yes please, that would be helpful...I know nothing about these labels of which you speak.

Labels are notes that you add in some programming languages that act as a reference for when a label is called, restarting a sequence of commands from that point.