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Charas-Project
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Topic: Help (Read 2504 times)
Alcheon
Alchemist
Initiate
Posts: 1
Help
«
on:
April 30, 2006, 05:09:11 AM »
Okay, I've just started working on a game, and I had this idea for a Materia system somewhat similar to the actual thing from FF7.
I've renamed the Shield, Armor, and helmet Slots: Attack, Attack 2, and Support. Here's how it supposed to work:
Standard Attack Materia (Ice, Bolt, Fire, Destruct, Bio ect.) Will go into the Attack slot, while specialized materia (Summons, Ultima, ect)
Will go into the Attack 2 slot. Support Materia (Restore, Protect, and the like) go into the support slot of course.
Each of these materia have been made as shields, armor, and helmets. Equipping is not a problem.
The problem comes afterwards. When the Materia are equipped, nothing happens. It should at least instantly add the first level spells if the character equipping them is level one or higher...but nothing happens until I use a level up dummy I made to test whether the second level spells would appear, which they thankfully do. But the first level attacks don't appear until I use the dummy.
I've got the testing room setup like this. A character stands near the top, initiating a conversation with him automatically turns the [gamebegins] switch on, gives me the Ice/Bolt/Fire/Restore materia,
and 99 Ethers (Testing the Cure spells effect to fine tune them).
Equipping is easy and always begins AFTER the switch is on for the common event (which is set as a paralell process)
I guess I should say also that this is my first time using forks/branches to this effect. I've used Kamau's timer and the FF8 style pay system (Both of which I'll use also in this game), but this is the first time I've tried it under my own power. I've mainly used switches up to this point.
I could use some help. So here's the code so far (Right now I'm trying to fix the issue with getting the spell, I'll add the removal conditions later for when the items are unequipped.)
Trigger Switch activated by a conversation at the beginning of the game.
(Method 1)
<>Branch if Megeo Restore Equipped
<>Branch if Megeo Level is 1 or more
<>Change Skills: Megeo Cure Add
<>Branch if Megeo Level is 10 or more
<>Change Skills: Megeo Cure 2 Add
: Else Handler
<>
: End
<>
: Else Handler
<>
: End
: Else Handler
<>
: End
(Slightly shortened, without the level 1 requirement)
<>Branch if Megeo Restore Equipped
<>Change Skills: Megeo Cure Add
<>Branch if Megeo Level is 10 or more
<>Change Skills: Megeo Cure 2 Add
: Else Handler
<>
: End
<>
: Else Handler
<>
: End
: Else Handler
<>
: End
Logged
Attacks FMA with limit break "One Soul: Crossblade"
FMA loses 9999 HP and dies slowly.
Alcheon pulls up a lawnchair to watch.
blaze_shinigami
Zealot
Posts: 604
(No subject)
«
Reply #1 on:
April 30, 2006, 05:24:20 AM »
you're gonna get one of those, "This isn't in the right place place," replies. I couldn't read all of that, I'm sleepy. What about all of your shields armor helmets?
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