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Home > Tutorials > RPG Maker VX > Skill Grid
Skill Grid
I have discovered a pretty cool and easy way to create a grid like system to level up characters like that in FFX and FF12. Using switches and conditional branches you can create the same effect. It takes a lot of time, but it works!
1. First we must create a few items. The first item is the GRID. I named mine Skill Grid. Item should be used in menu and be attached to a common event where you are given a few options. It should say something like this:
Upgrade skills?
Player 1
Player 2
Player 3
Player 4
For each option create it so the player changes into something like an arrow. Then have each option transfer to their own grid map.
2. The grid map can look however you would like it. I used a square grid and used buttons as the skills to be upgraded. Each button is color coorinated to Blue(white magic) Red (Battle) and Green (black magic).
3. You should now create a few more items. I created Blue, Red, and Green crystals. I then had certain enemies drop these crystals at a 1/1 ratio so I knew how many they would be getting in each battle.
4. Now, create a Variable condition event entitled "Blue Crystals".
5. For each button you use on the grid, it should look something like this:
Text: Skill: HEAL
- Heals one party member slightly
Cost: 100 Blue Crystals
Conditional Branch: Variable{006:Blue Crystals}>=100
Text: Learn HEAL?
when yes
Control self switch=A
Text: Learned HEAL!
change skills: (ID)+HEAL
Play SE
Control Variables: [006: Blue Crystals]-=100
when no
-- (I don't have anything here)
Branch End
Else
Text: You do not have enough Blue Crystals
Brnach End
Then create a second branch where it says you have already learned HEAL
Now that we have the really messy stuff out of the way we can focus on the battles and what can be dropped. I don't know the easiest way of doing this, but have figured out a way that works.
Go to common Events and create an event that says something like "Blue Crystals x 2" Go to Control Variables and use the variable (006 Blue Crystals)+=2. This way whenever the event is called upon you will earn 2 blue crystals according to the variables. It is the only way your grid can keep track of how many crystals you have recieved and spent.
Now go to troops and call the common event for a two enemy battle. We know they will each leave one blue crystal as I have set the ratio to 1/1. You will need to make a few common events with the correct number of crystals you wish to be accounted for. A three monster battle will drop more than just two, so you will need to configure for the correct amount. This can be done for any other crystals you wish to be dropped.
Now the problem is to get the character back to where you had them before they moved to the grid map....
Does anyone have any good ideas on this one? If nothing else works, I suppose you could not have the grid as an item, but make it so only certain people or save points can enable the grid.
That's about it. It's a little choppy, but the concept is there and it works! I hope you all can enjoy as well!
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Details
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Tutorial:
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Skill Grid |
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Date Listed:
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2008-06-08 |
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Author:
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bausa
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Total Hits:
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1738 |
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