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rpgmaker 2k3 and utalizing the job class and esper system
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Topic: rpgmaker 2k3 and utalizing the job class and esper system (Read 1334 times)
demon_eyes
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Posts: 3
1/2 human, 1/2 demon, all dead inside
rpgmaker 2k3 and utalizing the job class and esper system
«
on:
January 09, 2007, 03:51:53 AM »
So yeah, I'm making a game with 2k3 and I want to be able to have something similar to the final fantasy job class system as well as the esper system. I mean I could just have "seperate" hero sprites, but what about current levels, stats, and all the other variables. Not to mention, with the espers, learning x amount per battle that goes toward learning a spell.
Can someone out there help me? Please, step by step. heh
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WarxePB
Action Sue
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Posts: 3,601
What killed the dinosaurs?
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«
Reply #1 on:
January 09, 2007, 05:30:17 AM »
If you're using 2k3, you should know about the Class part of the Database. If not, then you should know that it's an easy way to do exactly what you want.
As for Espers, that's a bit more difficult. What's easier to do, and is essentially the same thing, is to make something like the system from FF9 - every piece of equipment contains one or more skills in it, and you get AP after battle that goes to learning these skills. That way, you don't have to give up the Accessory slot for Espers, and you can still learn magic and stuff.
First, go into your Database, and go to Common Events. Create a new Common Event called "Hero A Equip", with the Trigger set to Call. Then, go into the Variable Operation command, and create 5 variables, titled (HeroName)-Weapon, (HeroName)-Shield, etc, for every hero. Also create a variable called AP, which we'll use later.
First, you need to use a crapload of Conditional Branches to check what's equipped (in page 2 of the Conditional Branch command, select Hero, select the hero you want, then hit "..." on the second box, and check the second-last option and select the desired equipment). For this example, we'll say that Hero A has the weapon Wooden Sword equipped. So select that in the boxes, and the Conditional Branch should read "Branch if Hero A Wooden Sword equipped". Inside the Branch, set the corresponding variable to 0 (in this case, it's Hero A-Weapon).
Now, you'll have to determine what skill(s) the hero can learn from this. Since it's a Wooden Sword, let's say that he learns Stone Crush after 100 AP, and Stone Crush 2 at 200 AP. Create two more Conditional Branches, with one checking if the hero knows Stone Crush and the other checking if the hero knows Stone Crush 2. Make sure to deselect the "Execute Custom Handler..." on both.
So, your code should look like this so far:
<>Branch if Hero A Wooden Sword Equipped
<>Branch if Hero A Stone Crush Skill Usable
<>
<>End
<>
<>Branch if Hero A Stone Crush 2 Skill Usable
<>
<>End
<>
<>Else Handler
<>
<>End
<>
Next, create two more Conditional Branches, one in each. These will check if the Hero A-Weapon variable (which stores how much AP you've earned for the item) is a certain value. For Stone Crush, make it 101 or more, and for Stone Crush 2, make it 201 or more (Greater Than or Equal To). In the Else Handlers for both (check the box this time), use a Variable Operation to set the Hero A-Weapon variable to those values (101 and 201, respectively).
Now, your code will look like:
<>Branch if Hero A Wooden Sword Equipped
<>Branch if Hero A Stone Crush Skill Usable
<>Branch if Var[0021:Hero A-Weapon] is 101 or more
<>
<>Else Handler
<>Variable Operation: Var[0021:Hero A-Weapon] Set, 101
<>
<>End
<>
<>End
<>
<>Branch if Hero A Stone Crush 2 Skill Usable
<>Branch if Var[0021:Hero A-Weapon] is 201 or more
<>
<>Else Handler
<>Variable Operation: Var[0021:Hero A-Weapon] Set, 201
<>
<>End
<>
<>
<>End
<>
<>Else Handler
<>
<>End
<>
Next, we need to add AP to the variable. We'll determine how much AP you gain later on, so just bear with me.
To do that, create a Variable Operation that Adds the Value of the Variable called AP to Hero A-Weapon. Easy enough.
Now, we check if the Hero actually learns anything. Create another Conditional Branch that checks if the Hero A-Weapon variable is equal to 100 or more. Inside that branch, create another branch that checks if the Stone Crush skill is usable. In the Else Handler of the latter branch, use the Change Skill command to add Stone Crush to Hero A's skills, maybe play a sound effect, and display a Message saying "Hero A learned Stone Crush". Copy and paste those two branches, but change the first value to 200 or more, and change the skill to Stone Crush 2.
Now, your event will look like:
<>Branch if Hero A Wooden Sword Equipped
<>Branch if Hero A Stone Crush Skill Usable
<>Branch if Var[0021:Hero A-Weapon] is 101 or more
<>
<>Else Handler
<>Variable Operation: Var[0021:Hero A-Weapon] Set, 101
<>
<>End
<>
<>End
<>
<>Branch if Hero A Stone Crush 2 Skill Usable
<>Branch if Var[0021:Hero A-Weapon] is 201 or more
<>
<>Else Handler
<>Variable Operation: Var[0021:Hero A-Weapon] Set, 201
<>
<>End
<>
<>
<>End
<>Variable Operation: Var[0021:Hero A-Weapon] +, Var[0020] (the AP variable)
<>Branch if Var[0021:Hero A-Weapon] is 100 or more
<>Branch if Hero A Stone Crush Skill Usable
<>
<>Else Handler
<>Change Skill: Hero A Stone Crush Add
<>Message: Hero A learned Stone Crush!
<>
<>End
<>
<>End
<>
<>Branch if Var[0021:Hero A-Weapon] is 200 or more
<>Branch if Hero A Stone Crush 2 Skill Usable
<>
<>Else Handler
<>Change Skill: Hero A Stone Crush 2 Add
<>Message: Hero A learned Stone Crush 2!
<>
<>End
<>
<>End
<>
<>Else Handler
<>
<>End
<>
Finally, in the Else Handler, use a Variable Operation to set the Hero A-Weapon variable to 0. And that's it!... for that sword. You now have the rest of the equipment for that character, and for every other character, to do. Make sure that you use the proper variables, though (ie. use Hero A-Helmet for equipment on the head, or use Hero B-Weapon for the weapon of a different hero).
But there's one more component. In every battle, you'll have to create a Battle Event, with the Precondition "Turns Elapsed
". In it, use a Variable Operation to set the AP variable to a certain number (you decide based on the monster group), and turn a switch called AP Check ON. Put that in every monster group you create.
Then, go to the Common Events tab. Create a new Common Event called AP Check, set to Parallel Process and activated by the AP Check switch. In it, call each Common Event containing the code you just did (I would recommend using a different Common Event for each hero and their set of equipment). After doing all of those, turn the AP Check switch OFF.
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rpgmaker 2k3 and utalizing the job class and esper system