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RPG RPG Revolution Forums > Game Engines > RPG Maker VX Ace Discussion
The GnaR
I've been stuck on this for a while. I'm trying to make a system for Spellbooks, or something similar. Purchasable skills that can be assigned to specific people, (Mages, but not Soldiers.) So the way i thought about doing this, was to try and make a new type of item. I made the item for all the planned purchasable spells.

In the VXA database, Item tab, there's an option for "Item Type." In which you can select "Normal" and "Key Items." Is there a way to make a new item type, "Spellbooks" perhaps?

I was able to create a new Item Category, in the in-game Inventory window. But i cannot get any items to show up there. And then there's problem for getting the spell items to only be able to be used by certain people. I used to do this in the older RPG makers, but VXA doesn't have all of the same options.

Do you think i'm going about this the wrong way?

Any help at all, would be greatly appreciated. thumbsup.gif
dragndude9
Hard for me to say for sure without the editor in front of me, but I seem to remember doing something along these lines using common events, and having the item trigger a common event (Common Event: Joe Learns Butt-kick) that teaches the skill to the user. Have you tried that option?
The GnaR
QUOTE (dragndude9 @ Mar 24 2012, 09:22 PM) *
Hard for me to say for sure without the editor in front of me, but I seem to remember doing something along these lines using common events, and having the item trigger a common event (Common Event: Joe Learns Butt-kick) that teaches the skill to the user. Have you tried that option?


That would work, but there's no conditional branch option for who the selected character is, so anyone would be able to use the item. I can't think of any event way to get this to work. confused.gif

Maybe creating a State, that is triggered upon items use, and a common event that makes a certain person reject the skill, and return the used item. ohmy.gif

I think that might do it.

-EDIT
Hmm... everything but giving the used item back to player works. Is there a way to set a used item's ID number to a specific variable, and then give an item from said ID. or would i have to make a conditional branch for EACH item. There has to be a better way to go about this.
dragndude9
I wanna say there's a script out there to simplify this process, but I'm not sure. I used common events to get around it, but I only had a handful of spellbooks, and each one taught the spell only to one specific person, so I didn't have to go through as much hassle. Have you checked the RPGMVX scripts database on the site yet?
The GnaR
QUOTE (dragndude9 @ Mar 24 2012, 10:21 PM) *
I wanna say there's a script out there to simplify this process, but I'm not sure. I used common events to get around it, but I only had a handful of spellbooks, and each one taught the spell only to one specific person, so I didn't have to go through as much hassle. Have you checked the RPGMVX scripts database on the site yet?


I thought the RPGMVX scripts didn't work with VXACE... do they? That would make things a million times easier. laugh.gif

I've found a few for VX, don't know if it'll work with ACE.
bulmabriefs144
Technically, they don't. It's rpgss3 rather rpgss2 script. But Ruby script is pretty similar (I looked at the help files), so with the right edits, you may be able to get it to work.

I'd do it with states (I think that's what they're called, the code is new to me), and have a constant-on common event (turn it on when the game starts). The event checks when Character1 is inflicted with LearnFire2, learns Fire2, and removes LearnFire2 from the character. You might also want a condition that if Fire 2 is know already by that character, just turn the state off, and add the item back in. You'll wanna End Event Processing in between each condition so this runs smoothly without wasting alot of time checking code after the spell has been learned.

Do one for each Character inflicted with each state, and you may not need more than one common event.

I know this because 2k3 is my first language, and I've made something similar, so my coding skill is kinda iffy with VX Ace (still haven't bought it), but it definitely should work.

dragndude9
What she said seems like a better choice since you're looking for a broader range of skills to learn. The problem still persists that there is no way for an event to tell who activated the learn spell state. You'd likely need some simple scripting for that, just to make the game register who used the spellbook.


And yeah, I meant to say the VXAce scripts database.
Zyria
Don't know if this is exactly what you're looking for, but I managed to find a skill learning script for VX Ace. Hopefully it helps.

Click here for the script and how to use it.
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