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Full Version: [RM2K3]Equipment-bound Skills
RPG RPG Revolution Forums > Game Engines > RPG Maker 2000 / 2003 > RPG Maker 2000 / 2003 Tutorials
Fallen-Griever
This is a tutorial that will let you create skills that are only usable whilst the character has a certain weapon (or, in theory, any other type of item) equipped. This system is being heavily used in Sore Losers because I think it brings another dimension to the slightly zany, non-standard weapons you could place in a game, items like Paintball Guns and Hockey Sticks. It also adds a little strategy to item selection, meaning that this is a simple way to add a little depth to your game.

The first step is to make the weapon and the skill respectively. You do not need to do anything special here, just make the weapon and the skill as you normally would any other weapon or skill. Ideally, the skill/weapon combination should be as unique as possible so that the skill needing the weapon makes sense. For instance, using paint to blind enemies is something you require a Paintball Gun for.

The second and final step is actually coding the event. In the example here, Markus is going to learn the skill "Hooking" when he equips a "Hockey Stick". If the "Hockey Stick" is unequipped then he will forget the skill. The code is relatively simple and should be placed into the maker as a "Common Event". The event should be set as a "Parallel Process" so that it is always actively checking the equipment the character has on.

You can see the code here:



That's it. A simple system that lets you add a slight element of strategy to equipment selection.
Hiashi
Sorry to sound stupid and all, but the system isn't working for me, even though I followed all of your steps. huh.gif

This was made with RPG Maker 2000, right?


Braska
Seems rather complex for something that is easily accomplished via a script.
mudducky
RM2K(3?) doesn't have script capability Braska, and not everyone can script.

The link to "Sore Losers" is invalid.

Correct link below.
http://rpgmaker.net/games/1210/
elliott20
definitely will be using this concept for my own game. My game has all weapon related skills are tied to a specific weapon type. So, sword techs will require you equip a sword-type weapon to use, and some specific techs like "exorcism" might be tied to a specific weapon like "Evil's Bane" or some such.

The problem is though, there are two layers to this. The character learns skills whether they have the weapon or not. It's just that, to USE the skill, or rather, to have the skill show up on the battle menu, they need to equip the right weapon. For weapon specific skills, this schema can work, since players cannot learn the skill for themselves anyway.

But I see you used the "forget" and "learn" command here, which means that the specific skills in question is not just not-active, it's actually forgotten the moment they put a weapon down. This is not really how I want to handle some of the skills. How would you get around that?
-dah0rst-
The big problem is, that this needs a looooooot of events- one for every weapon-.-
As well as a switch and so on.

But the only way to shorten it a bit would be to misuse hero names as strings... long live the script^^
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