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RPG RPG Revolution Forums > Scripting > Event Emporium > Eventing Tutorials
RzrBladeMontage
This was originally created to help out Awakened Owl with content he was adding to his game. I'm posting this with his permission.

There is a demo at the bottom of my post. Okay this is pretty simple to do as long as you have a decent skill level with eventing. You need variables, switches, and some common events. For this example we'll be using the Fire, Ice and Heal spells. They each get 3 common events (Normal, Greater, and Mass)

Step One:

Create 3 common events for each spell. Name them as such:

Skill Level: Fire
Skill Level: Greater Fire
Skill Level: Mass Fire
Skill Level: Ice
Skill Level: Greater Ice
Skill Level: Mass Ice
Skill Level: Heal
Skill Level: Greater Heal
Skill Level: Mass Heal

Now create 3 variables. Name them:

Skill: Fire
Skill: Ice
Skill: Heal

In all the normal spell common events (Fire, Ice, Heal) have the variable add by 1 for the spell used. Example:

Control Variables: [0001: Skill: Fire] +=1

Use that for the fire spell, then change it for the Ice and Heal spell. For the Greater of all the spells, have it increase by 2, and for the Mass of all spells, have it increase by 3. The higher the skill, the more EXP the player recieves. Now go to the Skills tab and under the Fire/Greater Fire/Mass Fire (and the other skills as well) click the drop down box under "Common Event:" and choose the correct one of the spell you're attaching it to.

Step Two:

Create an event that allows you to learn the new spells. Use conditional branches to check the players EXP (through Variables) to see if they have the correct amount of EXP to learn the skill. In this example, in order to learn the Greater Spells, the player needs to earn 25 EXP, and to learn the Mass Spells, the player needs to earn 50 EXP. I'll post a screen shot below so you understand what I mean.

Spell Learning







Step Three: (OPTIONAL)

Create an item, such as a "Crystal Ball" (The item I used). Let it only be able to be used from the Menu, and make sure it's non consumable. Now go and create a Common Event, call it Skill: Check. In that event, have the player choose what skill they want to get information on, and when they pick that skill, have it tell them how much EXP they currently have in that skill. Now go back to your Item and link the common event to it Here's a screen shot for you.

Crystal Ball


There you go, it's pretty simple. There might be a more simple way to do it, but I did this in about an hour an a half. Here's a demo as well for you.
Demo
Alt_Jack
QUOTE
Congratz! You have over 100 EXP in the Ice skill. You are now a Fire Master!

*snicker* Sorry, couldn't resist; typos are fun.
I think it'd be easier to have the three as seperate common events, then have another one that calls the three of them, instead of one big block of event code. mellow.gif
Otherwise it looks pretty solid. Interesting twist on the normal EXP levelling.
RzrBladeMontage
QUOTE (Alt_Jack @ Jul 18 2010, 03:54 PM) *
QUOTE
Congratz! You have over 100 EXP in the Ice skill. You are now a Fire Master!

*snicker* Sorry, couldn't resist; typos are fun.
I think it'd be easier to have the three as seperate common events, then have another one that calls the three of them, instead of one big block of event code. mellow.gif
Otherwise it looks pretty solid. Interesting twist on the normal EXP levelling.


Wow, I didn't even notice that! haha. I usually read my posts over a few times to make sure everything is correct before I post it. (I write all my posts out in notepad lol.) but I guess I missed one. Oh well, I'm not too worried about it tongue.gif
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