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Author Topic: Link skills  (Read 6190 times)

Offline razzy

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Link skills
« on: December 15, 2009, 11:13:19 AM »
Is there anyway to make characters learn linked skills between two characters ? *in rpg maker 2003*
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Offline Fisherson

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Re: Link skills
« Reply #1 on: December 16, 2009, 07:34:49 PM »
What do you mean? I need more info, cuz I realy have no clue what is you want.
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Offline fruckert

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Re: Link skills
« Reply #2 on: December 16, 2009, 08:01:58 PM »
It sounds like having one character use a skill that requires two or something.
Kind of like in the FFIV on the Wii.
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Offline Ben

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Re: Link skills
« Reply #3 on: December 16, 2009, 09:07:08 PM »
i think he means like, dual techs, a-la crono trigger
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Offline Prpl_Mage

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Re: Link skills
« Reply #4 on: December 17, 2009, 02:56:59 PM »
I can think of one easy way. Since events will pretty much just allow a set ammount of dmg unless you want to dig deep with variables.

Anyway.

Say that you have the heroes Frank and Ted.
Frank is a swordsman with many years of experience and training. but he was not born with THE gift.
Ted on the other hand is an avid gun collector and magician. He can turn bullets into ice mid-air! THE gift is with him.

So. Let's say Frank here got the amazing battle skill "Heroic Swordstab" which deals 1 dmg but is affected by his attack value.
Ted on the other hand got the spell "Bullets to flame" which makes him shot a fire based spell.
Let's say that Frank and Ted get the idea to turn Franks blade into flames and then have him slash his enemy?

So we create the skill "Turn Frank into flame" or "Flame stab" for short.
But the skill got an attribute. A weapon attribute.
Skills with weapon attributes can only be used when you got a weapon equipped with the same attack attribute.
So let's say we create a new weapon attributes. One called Ted.
Make the skill "Flame Stab" have the attribute "Ted".

So now the skill only works while the attribute Ted is equipped.
So we create a weapon called Ted. That have the attack attribute "Ted".
So now we create a common event called" give player attributes"
something like this:
----------------------------------------------
conditional branch: IF Ted is in the party.
YES:

    If Ted(a weapon) possessed.
      YES: Frank: Equip Ted(weapon)
       NO: Add item: Ted(the weapon)
              Frank: Equip Ted(weapon)
NO: end event processing.
<>end: End event processing.
------------------------------------------------
this event will equip frank with Ted the weapon while Ted is in the party.


So.
If Ted is in the party. The hero get the weapon Ted equiped. And while having Ted equiped: he can use the skill "Flame stab".
You can do the same only reversed. With Ted having a dual skill with Frank where frank is the assist and not the caster. Then just do the same only with Frank as attribute and a weapon called frank.

If you want both of them to lose their turns?
Make the dual skills a certain category called "Dual techs" and then add a battle event that checks when the character uses a skill from the category "Dual tech".(it's the trigger.)
Then create a new condition that's like a stun only it lasts for only 1 turn and disappears after battle. Influct both heroes with the status and they will both lose their turns after using the skill.

I hope it helped.
« Last Edit: December 17, 2009, 02:59:06 PM by Prpl_Mage »
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Offline Bluhman

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Re: Link skills
« Reply #5 on: December 17, 2009, 06:16:29 PM »
That's actually really ingenious! One question, though. How does it work with a system that centers on using weapon items? Won't replacing the default with 'Ted' make Frank's default attacks a lot stronger or weaker than before?
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Offline Prpl_Mage

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Re: Link skills
« Reply #6 on: December 17, 2009, 10:45:37 PM »
Quote from: Bluhman on December 17, 2009, 06:16:29 PM
That's actually really ingenious! One question, though. How does it work with a system that centers on using weapon items? Won't replacing the default with 'Ted' make Frank's default attacks a lot stronger or weaker than before?

Good point. The idea is rather flawed.

How about this instead.

create a common event. check
Have the first precondition(condition branch) be "Ted in the party" (assuming Frank is the man who'll be in the game at all times).
EDIT: Add a condition branch here that checks that "Ted's HP is atleast 1" so that you won't be able to use the skill if he's a goner.
Second conditional branch checks if Frank know Heroic Swordstab.
Third condition checks if Ted know Bullet to flame.
If all three are true: Add skill "Flame stab" to Frank.
If they aren't true : remove skill "Flame Stab".
----------------------------------------------------
Now, skip the whole weapon attribute thingies. (remove the equip Ted the item common event. OR just turn it off. BUT do remove the weapon attribute from Flame Stab.
Next .... Well it's done.

This will give Frank the (dual) tech Flame Stab as long as Ted is in the party. As soon as Ted is in the party - you can use the skill Flame stab.


Another more complicated way to solve this would be to create copies of every weapon with the attribute Ted. OR remove the ability to wield shields and have Ted(the weapon) Equiped as a second weapon. - but then again... You would hit twice... Skip that.
« Last Edit: December 17, 2009, 10:47:55 PM by Prpl_Mage »
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Offline Ben

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Re: Link skills
« Reply #7 on: December 18, 2009, 01:32:18 AM »
 was just about to suggest something along the lines of what you just posted.lol
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Offline razzy

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Re: Link skills
« Reply #8 on: December 20, 2009, 08:32:11 AM »
Okay.. I'm trying to figure out how to actually get the skill to show up under a "link skills" battle comand. I've figured out how to get them to learn a dual skill but It just shwos up under skill. can I have it show up under another battle comand.

Can I have two characters move forward while doing that dual skill ?
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Offline Prpl_Mage

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Re: Link skills
« Reply #9 on: December 20, 2009, 02:41:51 PM »
Alright.

First question first:

Database - go to the battle layout. On the right you have the look of the characters battle choices. If you click "SET" you can add new categories or rename them. Create a new one that is "Dual tech" or whatever.

Skill - select your skill in the skill tab and then look to the right of the name. There you have something called "Type" chose your category "dual tech" from the roll down list.
This will have your dual tech appear in the category "Dual tech".

Secondly. I know not of any way to have the DBS move both characters forward.
But instead you can add the poses/frames of the characters into an (battle)Animation sheet and then have the battle animations move forward. As in - battle animations of the battle chars moving forward.

I hope that helps.
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Offline razzy

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Re: Link skills
« Reply #10 on: December 20, 2009, 06:41:26 PM »
I've done that. But all the regular skills show up in the link techs as well. And fire still shows up in regular skill. Am I supposed to choose "skill subset" for the archetype of the link techs.
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Offline Prpl_Mage

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Re: Link skills
« Reply #11 on: December 20, 2009, 09:01:38 PM »
Correct.
Skill subject means that only those in that there category appears in it.
the other one called Skill or such includes everything inside the Skill tabb.
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Cool RPGM Project!
Sprite till you die

Oh my god, this was ...10 years ago...

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