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> Blue Mage type character?, A character that learns enemy spells
rewells
post Sep 26 2012, 06:44 AM
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Does anyone know the best way to create a character class in RPG Maker xp or vx that learns an enemy's skills after defeating it? I have an idea for a "Recorder" who collects data in a bestiary and acquires the skills of any monster you beat with him in your party.


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Shaddow
post Sep 26 2012, 08:31 AM
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I have a blue mage type secret character in my Blessed Eternia Gaiden game, I am using a blue mage script that allows me to determine which class can learn skills from monsters and at what % they can learn them. I set it so they only have to see the skill being used and they have the chance to learn it.


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amerk
post Sep 26 2012, 02:43 PM
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jameswhite89 had a tutorial on this. I haven't used it yet, and can't remember which site it came from. I didn't see a terms on the tutorial when I saved it, so unless I hear otherwise I'll assume I can present it here, as long as proper credit is given to him:




By jameswhite89

FF10 Lancet Skill

Okay so if any of you have played final fantasy 10 you will know that there was
a skill called lancet that let you draw enemy skills to teach the caster, kimari in 10s case..
This event will allow you to make such a skill

First we need the common event for the skill in question, Call it lancet have the
trigger as none and in the page put:

@>Control Switches: [0001:Lancet]=ON
@>

Next we need to make a state:

Call it learning,
Make it Restrition: none
Make it Priority: 10
Make it: Nonresistance
Release after 0 turns 100% chance

Now for the skill:

Call it Lancet,
Make it target one enemy
Set damage? Recommend low damage and check absorb damage?.. possibly damage to Mp?..
Set MP cost?
Make it add the learning state
Make it use the Lancet Common event

Now go into your troops and make a new event page:

conditon: Switch [0001:Lancet]=ON Span: Turn

@>Conditional Branch: [1. Goblin] is [Learning] Inflicted
@>Conditional Branch: [Ralph] is [Gob Punch] Learned
@>Text: -,-, Normal, Bottom
: :Ralph already knows Gob Punch!
@>Control Switches: [0001: Lancet] =OFF
@>
: Else
@>Text: -,-, Normal, Bottom
: :Ralph learned Gob Punch!
@>Change Skills: [Ralph], + [Gob Punch]
@>Control Switches: [0001: Lancet] =OFF
@>
: Branch End
@>
: Else
@>Control Switches: [0001: Lancet] =OFF
@>
: Branch End
@>Conditional Branch: [2. Cactuar] is [Learning] Inflicted
@>Conditional Branch: [Ralph] is [1000 Needles] Learned
@>Text: -,-, Normal, Bottom
: :Ralph already knows 1000 Needles!
@>Control Switches: [0001: Lancet] =OFF
@>
: Else
@>Text: -,-, Normal, Bottom
: :Ralph learned 1000 Needles!
@>Change Skills: [Ralph], + [1000 Needles]
@>Control Switches: [0001: Lancet] =OFF
@>
: Branch End
@>
: Else
@>Control Switches: [0001: Lancet] =OFF
@>
: Branch End

And repeat for as many enemies that are on the page and stack
them as above..
But what if the enemy cant teach a lancet skill?
Simply change the conditioal branch for that enemy to:


@>Conditional Branch: [3. Solider] is [Learning] Inflicted
@>Text: -,-, Normal, Bottom
: :Ralph cant learn anything from this enemy!
@>Control Switches: [0001: Lancet] =OFF
@>
: Else
@>Control Switches: [0001: Lancet] =OFF
@>
: Branch End
@>

Edit: This one may be easier to do. It was posted a few years back on the VX site by an Aaron N.P. using events:


When an enemy uses a skill that the player can learn, have it turn on a switch.
Go to the Troops Tab.
For every battle that that particular enemy appears in create a page with trigger "Switch (####: Skill Used) ON"
Use a Conditional Branch to see if the character who needs to learn it has learned it. For bonus points, you can also have a conditional that checks if that Actor is alive.
If the conditions are met, then "Change Skill" and make the Actor learn that skill.
then turn switch ####:Skill Used back OFF.
You can even add a message if you feel creative.

Edit 2: Sorry, didn't realize you want the skill after defeating the enemy. I just read the part about gaining skills and jumped in to help. Hopefully what I've posted here from others will help a little.


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rewells
post Sep 27 2012, 01:58 PM
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Thanks! These work just as well. I'll let you know when I implement it in a project.


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Jens of Zanicuud
post Sep 28 2012, 04:23 AM
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Sometimes a go I went on with a script version of the blue mage ability.
If you need it (RMXP script) just ask, it's not difficult to implement...
BTW the common event works just fine...

Jens


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LockeZ
post Nov 4 2012, 09:49 PM
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This forum isn't for scripting help, it's for design help...

I came in here hoping for a discussion of better and worse ways to set up a blue mage and space out skills and limit learning and the pros and cons of each idea, and all I found was a thread that the mods forgot to move to the script requests forum


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Shaddow
post Nov 4 2012, 09:57 PM
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QUOTE (LockeZ @ Nov 4 2012, 11:49 PM) *
This forum isn't for scripting help, it's for design help...

I came in here hoping for a discussion of better and worse ways to set up a blue mage and space out skills and limit learning and the pros and cons of each idea, and all I found was a thread that the mods forgot to move to the script requests forum


Just because a script is the solution to the OPs question doesn't mean it was a design question in the first place. If you are looking for a way to design and balance a blue mage character and not actually how to make one in game functions, please make one and specify that is what you are looking for, I'm sure you'll get plenty of design opinion answers.


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