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RPG RPG Revolution Forums > Game Engines > RPG Maker XP Discussion
mast3rshake2049
First i just want to say hello to everyone. i just discovered RPG XP last week and i simply cant believe i didnt find this program sooner, absolutly amazing. now i have been learning pretty fast and already have a nice little town some areas and a custom level up system i was very happy to be able to get to work.

However i have run into a few "issues." Mainly its the fact that i have been creating items and weapons as i play test my maps and keep getting new ideas. the problem is the item order in the data base. like for example:

Item 1: small HP potion
item 2: small mana potion
item 3: Reg HP potion

RPG maker wont let me drag item 3 and let me put it under item 1. this way i can have my health potions and other like items grouped together. as is the list is rather sloppy and is only getting worse. same thing with weapons and armors. Please does any one have any way of being able to modify the listing order with out manually having to Redo each item in the correct order? If this cant be done then this is really guna suck, as it going to take me days to redo the list manually (i have quite a few items and weapons now :s ) please any suggestions and i would be most grateful.

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Now my second question has to do with skills. Basically iv implemented an item based level up system. You get 6 soul stones (as iv called them) one for each attribute (HP, MP, S, D, A, I) And you use the corresponding stone to level up the state you want. the stones use up EXP and the required amount of EXP goes inflating to make a nice leveling curve.

Now this system works great and im very happy with it. how ever i wanted to do something similar with skills. for example say you have a skill of healing. my idea was you would then get a corresponding skill stone and again you would use up an ever increasing amount of EXP to level up that skill.

The problem is how to get the stone to level up the skill. The only event scrip regarding skills (that i can find at least) Is one that allows you to let the character learn or forget skills. I COULD use this, but it will take a large amount of events switches and items (one for each level AND skill) but that would be very tedious.

So basically i want to know if there is a command or maybe a custom script that would let me modify a specific skills properties. (power,required SP, ECT) with out have the character learn and forget ever increasingly powerful versions of the same skills. If this is still a little foggy let me know and ill try and elaborate further.

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Either way this is a great web site and iv already learned many things from other posts here. thank you all.
Essenceblade
QUOTE (mast3rshake2049 @ Jun 8 2011, 12:25 AM) *
First i just want to say hello to everyone. i just discovered RPG XP last week and i simply cant believe i didnt find this program sooner, absolutly amazing. now i have been learning pretty fast and already have a nice little town some areas and a custom level up system i was very happy to be able to get to work.

However i have run into a few "issues." Mainly its the fact that i have been creating items and weapons as i play test my maps and keep getting new ideas. the problem is the item order in the data base. like for example:

Item 1: small HP potion
item 2: small mana potion
item 3: Reg HP potion

RPG maker wont let me drag item 3 and let me put it under item 1. this way i can have my health potions and other like items grouped together. as is the list is rather sloppy and is only getting worse. same thing with weapons and armors. Please does any one have any way of being able to modify the listing order with out manually having to Redo each item in the correct order? If this cant be done then this is really guna suck, as it going to take me days to redo the list manually (i have quite a few items and weapons now :s ) please any suggestions and i would be most grateful.

--------------------------

Now my second question has to do with skills. Basically iv implemented an item based level up system. You get 6 soul stones (as iv called them) one for each attribute (HP, MP, S, D, A, I) And you use the corresponding stone to level up the state you want. the stones use up EXP and the required amount of EXP goes inflating to make a nice leveling curve.

Now this system works great and im very happy with it. how ever i wanted to do something similar with skills. for example say you have a skill of healing. my idea was you would then get a corresponding skill stone and again you would use up an ever increasing amount of EXP to level up that skill.

The problem is how to get the stone to level up the skill. The only event scrip regarding skills (that i can find at least) Is one that allows you to let the character learn or forget skills. I COULD use this, but it will take a large amount of events switches and items (one for each level AND skill) but that would be very tedious.

So basically i want to know if there is a command or maybe a custom script that would let me modify a specific skills properties. (power,required SP, ECT) with out have the character learn and forget ever increasingly powerful versions of the same skills. If this is still a little foggy let me know and ill try and elaborate further.

---------------------

Either way this is a great web site and iv already learned many things from other posts here. thank you all.


Well, to answer your first question you may need to regroup your items, sorry to say but RPG Maker doesn't allow you to drag items :/ the item list goes similarily like this:
0001: Potion
0002: Mana Potion
0003: Revive Tonic
------------------- (This being the line that seperates Items from Weapons and so on and so on, it acts as a "Bookmark" as i refer to it.
0004: Iron Sword
0005: Iron Hammer
---------------------
And so on and so on.

Now i see what the problem is here, as you're going to be ever-expanding items, your Item database will be ever-increasing, so to solve this, Press Array Size, go to anywhere between 1000-4000, And roughly estimate the categorys of items starting from 1, for example
0001: ---Healing Type Potions---
Leave all spaces blank till around 0150 (If 150 Healing Type Potions aren't enough, or too big, you can deflate or inflate the size, but make sure the more potions you add, the further down you must make the Bookmark for future refrence, After you're comfortable with the range, make a second Bookmark with ---Mana Type Potions--- And stop at any number you like, just make sure its a big enough range, so you forsee how many items you need, As for your "Soul Stones" system, go to the very very bottom, count up 7, and put a Bookmark saying "Soul Stones", After that make the other 6 spaces the actual items, so you'll instantly know where to refer to your soul stones instead of having to repeatedly scroll up and down looking for them, As i said before, for weapons and armor and accecories, you're going to need a much bigger gap, like 2000 Weapons or 2000 pieces of Armor So anywhere from 500-1000 for weapons and 800-1300 should be fine, I know it sounds rather shrowded but trust me, when i started out i have the same problem as you wink.gif For me, i have the Item database capped at 5000, And i have many catgories of items because i like everything to be in place tongue.gif
---Healing Items--
---Mana Items---
--Status Curing Items--
--Status Inflicting Items--
--Special Items---
--Max Stat Increase Items--
---Sword Type Weapons--
---Dagger Type Weapons--
And so on, Well i hope this helped atleast a little bit o.o

And as for your Skill system, i may just know what you mean, i had this debation when i started with systems too, Ok, so say i want Cure I to be upgraded into Cure II, And i get a "Cure Stone" what you need to do, is set the Item Type as a Switch, And then press "Turn ON: (the number switch which has the data regarding the item itself, so the "Cure Stone" Item switch would consist of this:

Conditional Branch: If Party Posseses "Cure Stone"
"Message: Would you like to use the Cure Stone?"
Show Choice: Yes/No
<>If yes: Play Sound: Level Up!
<>Show Animation: Cure II
<> "Message, Congratulations! Cure II was learned!
<> Add Skill: Cure II: (The character you wish)
<> Toggle Switch: (The one with the upgrade procedure above) Off.
<> Remove Item: "Cure Stone"
<> Return to Menu

<>If No: Return to menu.
<>End: Return to Main Menu

Or you could do it as a "Fragmented version" which basically, instead of using the cure stone to gain the item itself, you use it to "Fill out" a grid for the required skill, so say if i used a Cure stone, but Cure II took 4 of these stones, I'd still need 3 more, But that takes awhile to variable / switch out, or instead of that, you can use a script, sadly i have no access to any of these scripts right now but if i do come across some i'll gladly share them with you wink.gif , Well that was a rough answer i gave you, hopefully you can get some work out of it, Best of luck if you find anything more useful

Oh and welcome to the site if i haven't already said so, best of luck on your projects happy.gif
mast3rshake2049
hey, thanks for the reponse smile.gif but somehow i was afraid someone was guna say something like that :s haha. damn! well i guess ill just have to deal with it then. (thanks for trying tho) on another note i did find a script that creates sub categories in the in game items menu. this has helped as now at least i can have my diffrent kind of items show up separately which should make things a little more organized. (If some one wants just ask and ill post. the script is "Catergorized Items Menu 1.3 by albertfish")

well OK since i cant modify the database item list order, how about this. Is there a script (or some way) of telling the game how to list the items during gameplay based on what the item does.? for example, list anything that heals you first, and in order of power or magnitude. then any thing that recovers SP, STR and so on.

i guess what im saying is, if i cant modify the list order in the database then can i at least get the items to be sorted some how (even at least alphabetically?) during game play? To me the end result during game play is the most important thing. So i can deal with a sloppy database list as long as im able to get things to show up properly during the game play. (even if its just alphabetically. that way i can simply rename a few items to have them grouped togewther and not have to modify a huge amount of item's.)

Come to think of it almost every RPG i have ever played had some kind of sort function (by name, by type, ECT) so im sure this has to be possible. Heck maybe its a default option already available and im just dumb and cant find it?


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As for the soul/skill stone system, i thought i had come up with a solution, then i realized that common events dont have self switches or or let you add another page of event commands. (>.<) Is there any script or way of getting this to happen? because if there is then that would solve me skill stone issue. i saw that there was another script out there (which im going to go find after this post lol ) that "breaks" the self switch limit. (and other numerical based limits ) with this i can just make a bunch of event pages and have eachone self switch after each use! would be ten times more convenient then having to create a new item for every level up. If only i can get this to happen in common events.

OK, now if the above method is also impractical i have one last solution. (and naturally one more road block towards making it possible XD ) I was going to make a single skill stone that when you use it will teleport you to a small room where you can talk to some one or an object and do your skill leveling with them (since they can have self switches and such this would be no problem) now the issue is how to get the character to teleport back to where he originally was once im done. Is there a way to make a character transfer event that will send you to your last position in the last map you were in?


Again thank you in advance for any help.
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EDIT: Ok i figured out how to do the teleport thing! (variables rock!) in case some one's wondering how......

When you make a transfer event. above the transfer player script sentence Insert three new commands for the game to make before transfering you. make three "control variable" scrips and then have all three of them on "set" in operation and then set the following three operand's (one for each of the three variables) 1: Character - map X, 2: character - map Y, 3: Other - Map ID. and presto! you now have your last position stored as variables! so to get back to where you where just make another transfer event in your new area that will send you to those three variables! ^ ^



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