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Full Version: [Eventing]Final Fantasy VII Materia System by Psolokopanos
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Godspeed
Final Fantasy VII Materia System
By Psolokopanos




An easy way to have t material magic of ff7 like system in your game, without using a script. You only have to know how common events work!



1. Make a new common event and set it to parallel process that is triggered

by a switch of your choice.

2.Make an item and name it as you wish. For this example I will name it "Ice

materia".

3.Select the character you want to take the effect of material. For this example I choose "Aluxes".

3. Make a skill or use a default that will connect with the previous item. For this example I will use the skill "Ice"


4. Add this code to the common event.

@>Conditional Branch: [Ice] in inventory
@>Change Skills: [Aluxes], + [Ice]
@>
:
Else
@>
:
Branch End
@>




Don't forget to tag the skill and the item to the common event you've made.





With this system, When Aluxes for example buys or finds "Ice material" and places it to inventory, automatically learns the skill "Ice"





You don't have to credit me…Credit God that gave me the idea…heh!

italianstallion9289
very nice tutorial! this could be very useful, thankyou smile.gif
Koru-chan
The only problem with this is it isn't exactly the FF7 materia system like you labeled it. :/ You gave me false hope.

This doesn't allow you to actually equip it on their weapons, nor can you switch materia between party members without a hell of a lot of scripting and special events to do it. Further, if you eventually have all the 'materia' in the game, your character is now uber. GG.

Is there any way to do the above things I just said with eventing as well, or is that stuck to scripting?
Godspeed
Koru-chan you should know that if you want to add something not so simple on your game you should make a script!
lahandi
Mr. Psolokopanos, I wanna know, is it possible to create just from event something like : the skill is available only if you equip it. So when the 'materia' just stored in our item bag and its not equipped, the skill doesnt appear.
Melinda123
Wow! Nice work Psolokopanos! It's usefull since it doesn't need scripts! happy.gif

Great tutorial!
Godspeed
lahandi: First of all,plz don't call me "Mr".It's kinda funny to me cuz I am only 17.
You can create an event that allows you to have the skill available only if you equip it,
I think.I will try toupdate the tut so you can be able to equip or unequip skills.Thanks
for giving me the idea!Just remember that if you want something advanced in your game,
then you have to script.Unfortunately,I am not a scripter!




Melinda123:Thanks Melinda.But you can't rely only on events forever.
Mr_E_Man
If you want an event that allows you to equip a skill, you can do the following:

@>Conditional Branch: Actor[id] has item[id] equipped <--(if the specified actor/character has the item equipped)
@>Change Skills: Actor[id] + Skill[id] <--(add a skill to the actor)
@>
:Else
@>Change Skills: Actor[id] - Skill[id] <--(otherwise, take that skill away from the actor)
@>
:End

There are a few disadvantages to using this kind of event system in the game.

1. The event will have to run as a parallel process on every map in the game. If you forget to add the event to a map, the player may find himself trying to swap her equipment and skills and nothing happens.

2. You will have to make a conditional event which corresponds to every combination of an actor and item giving skill. If you had 20 pieces of "materia" in your game and 8 different characters that could equip it, you would have to make 160 conditional branches. Not only does this give you a lot of room for error and make debugging difficult, it could potentially cause event lag.

3. You can only equip one "materia" at a time due to the equipment slot limitations of RMXP and RMVX. If you wanted to equip multiple "materia," you would have to have different kinds that fit into the various equipment lots, such as materia meant to go in the shield slot, materia for the head slot, etc.


If you are using RMVX, you can find a nifty script here:

Assign Skills with Items

This removes the necessity of having to create all those conditional branches and put an event on every map. You can also create one use items that teach a character a skill. The disadvantage is you will have to define each item and the skill it teaches in the script, although it's a lot less work than creating conditional branches for each character and skill. If you had 20 items and 8 characters that could equip them, you would only need to modify the script 20 times for it to work.

Unfortunately, the above script is still restricted by the equipment slots of RMVX. There is a potential solution here:

Custom Equipment Slot Script

but someone will have to translate it before we can take advantage of its awesome.
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