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Author Topic: One Use Weapons??  (Read 2467 times)

Offline HeavensLastHope

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One Use Weapons??
« on: January 17, 2006, 11:08:20 PM »
I have been going through the forums here and have found a few TUTs about ammo. But I have been wondering if theres a way to code something up so if you equip a weapon, use it once on a monster, the weapon then disappers.

im using RPG Maker 2003. so, anyone have any ideas that can help me??
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Offline AsakuraHao2004


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« Reply #1 on: January 17, 2006, 11:10:18 PM »
Just make it a switch that turns off after it's been used.
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Offline HeavensLastHope

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« Reply #2 on: January 17, 2006, 11:16:48 PM »
alright, thx for the help.
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Offline HeavensLastHope

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« Reply #3 on: January 17, 2006, 11:39:58 PM »
ok....i have been struck with dumbness....how do you do that...with the switch & weapon disappearing?

sorry..I use to use RPG Maker 2003 allot, but I haven't used it in so long, I forgot...well about everything O.o...
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Offline WarxePB

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« Reply #4 on: January 17, 2006, 11:53:09 PM »
To do that:

First, create a Common Event, set to PArallel Process, and not activated by a switch. Create a Conditional Branch that checks if the hero in question (Hero A) is equipped with the weapon (Weapon B). If it is, turn a switch called "WeaponB" ON. If it isn't (Else handler), turn the switch OFF.

Now, go into your M. Groups tab. Create a new page that activates when Hero A uses the Attack command, and switch WeaponB is ON. If it is, unequip Weapon B, and use a Change Item command to remove the weapon from your inventory. Copy that page and paste it into all relevant monster groups.

Something like that, anyways.

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Offline HeavensLastHope

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« Reply #5 on: January 18, 2006, 01:27:51 AM »
ok, I'll see if my feeble brain can get that to work. lol j/k, I don't got a feeble brain.  :)

anyways, thx,
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Offline HeavensLastHope

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« Reply #6 on: January 18, 2006, 03:41:29 AM »
Quote
Originally posted by Warxe_PhoenixBlade
To do that:

First, create a Common Event, set to PArallel Process, and not activated by a switch. Create a Conditional Branch that checks if the hero in question (Hero A) is equipped with the weapon (Weapon B). If it is, turn a switch called "WeaponB" ON. If it isn't (Else handler), turn the switch OFF.

Now, go into your M. Groups tab. Create a new page that activates when Hero A uses the Attack command, and switch WeaponB is ON. If it is, unequip Weapon B, and use a Change Item command to remove the weapon from your inventory. Copy that page and paste it into all relevant monster groups.

Something like that, anyways.



Yay!! after like 2 hours of fiddling I finally got it to work! however, I only had to use the M. Groups tab and so far part.

heres the code I used, if anyone ever needs it:

Trigger = [Zack] uses the [Fight] command

<>Branch: [Zack] [Fight] Used
  <>Change Equipmnt: Zack Weapon Unequip
  <>Change Items: Rock 1 Remove
  <>
: End
<>

well thats it, hope it helps someone that runs into this.  :D
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Offline MrMister

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« Reply #7 on: January 18, 2006, 04:08:57 AM »
That's a pretty dumb system.
You can only use it once, and then through the rest of the fight you are attacking bare-fisted. You can find half decent ammo systems easily.
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Offline HeavensLastHope

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« Reply #8 on: January 18, 2006, 04:47:11 AM »
ya i know, but its part of my game i want to make, a one hit kill weapon that vanishes..it will happen 2 times in the game...at least as far as i know..lol

anyways, its the only thing I could get to work. :D

also, its gonna be part of a dream sequence. so...after the hero wakes up, he wont have the weapons. so ya.

plus the monsters will only have 1 hp or something..lol!!!
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