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Single Use Spells
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Topic: Single Use Spells (Read 1696 times)
Bobman
Scarier than you.
Initiate
Posts: 43
Cheese is like my god.
Single Use Spells
«
on:
August 19, 2006, 09:26:39 PM »
Hello, I have been looking for a system that lets you limit your charas to one, two, three etc. uses of a certain spell per battle, much like summons in ff7. It is fairly integral to my games, so if anyone could help by finding/writing a tutorial, or just explaining a way to do it it would be greatly appreciated, and they will be creditd in my game. Thanks!
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aboutasoandthis
Exemplar
Posts: 1,915
Talking sucks.
Hmmm...
«
Reply #1 on:
August 19, 2006, 09:38:36 PM »
Maybe you can try making two versions of your skill. One will have a "Weapon" element with no weapon that has that element in the game. Then, you'd somehow switch it out. I don't think it's possible in the DBS unless the skill is made by a switch...
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WarxePB
Action Sue
Royal
Posts: 3,601
What killed the dinosaurs?
(No subject)
«
Reply #2 on:
August 19, 2006, 11:59:41 PM »
Probably the easiest way to do that would to have the summons as items, and change the usage settings so that certain characters could only use certain summons. Then, you would have a Common Event, set to Parallel Process, that would use Conditional Branches/Fork Conditions to check two things:
1) the event where you got that particular summon happened (to do that, whenever you would get a summon, you would turn a switch called "SummonXGot" ON, then use a branch to check if that switch is ON)
2) you don't have any summons left (to check this, use a Variable Operation that sets a variable to "Item SummonX Possessed", then use a branch to check if it's Not Equal to a certain number [the number would be how many uses you would have per battle - if you had 2 uses per battle, then the number would be 2]. If it isn't, use the Item Management/Add Item command to remove 99 of the SummonX item, then add an amount equal to the variable you used to determine the number possessed.)
The code would look like this (assuming you're using RPG Advocate's translation of RM2K3):
<>Branch if Switch[0001:SummonXGot] is ON
<>Variable Operation: Var[0001:SummonXHeld] Set, SummonX Possessed
<>Branch if Var[0001:SummonXHeld] is 2 Not
<>Change Items: SummonX 99 Remove
<>Change Items: SummonX V[0001] Add
<>
<>End
<>
<>End
<>
Re-use that code multiple times (but change the switch and the summon item) to check the rest of your summon items.
Hopefully that works. If you need me to describe it more or anything, please ask.
EDIT: Aboutsoandthis' version would work as well. In this case, you make the summon skill a Switch-type skill, then have a Battle Event with the preconditions set to that switch ON, and that Hero X used the "Summon" command. The event would show the summon battle animation, deal damage to the enemies, then remove the skill from that hero and add in an unusable skill (in the Attributes tab of the Database, create a new attribute called Summon, set its type to Weapon, and make sure no weapons have that type. Then create another version of the Summon skill, but set it to Skill-type, don't modify the statistics in any way, and set the Attribute to Summon), and turn the switch that activated the event OFF via a Switch Operation. You would still have to create a Common Event which would look similar to the example above, but instead of checking how many summon items you had, you would simply check if the hero had the "dummy" skill learned.
This looks a bit better than just using them as items, but you'd need a seperate battle event for every character and every summon (even if both Hero A and Hero B could both use Summon X, you'd still need two events for each of them), which would be a bit tedious if you have all your battles done. Likewise with the Common Event - you would need two branches for every summon/character combination, which wouldn't be a big deal, unless you have 15+ summons and 10 characters.
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Bobman
Scarier than you.
Initiate
Posts: 43
Cheese is like my god.
Well
«
Reply #3 on:
August 20, 2006, 09:10:23 AM »
Yeah I thought of the item one before, but I might be able to use the other one as I only have one or two characters that can summon, but I have loads of summons. If anyone else has a different system that wouldn't take quite as long I would be happy to hear it, if not I'll use this one. Thankyou both of you for your help!
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86% of all statistics are made up.
Princess Rescu3
Member
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Posts: 4
I'm a gamer from Wisconsin.
(No subject)
«
Reply #4 on:
August 22, 2006, 11:44:44 PM »
You could make the spell take 100% of MP, but then you can't use other spells, kind of defeating the purpose.
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Bobman
Scarier than you.
Initiate
Posts: 43
Cheese is like my god.
(No subject)
«
Reply #5 on:
August 23, 2006, 02:19:48 PM »
I suppose, but I would want to have more than one summon.
I could use like a key item to represent the summon, once you get it it turns switch one on and gives you the ability to summon that monster, and then use a trigger when variable 1 reaches 3 remove that item, adding one to the variable each time you use that spell. Then I could have at the end of the battle if switch one is on and variable 1 is 3 add that Item.
Hooray! There's a method!
But then, that's kind of like an ff game if I remember now, come to think of it...
Maybe not.
Anyway, that's probably not the best method, mind you, I might be able to edit that so there is no Item...
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If god is all-seeing, then why do fat people ever take their clothes off?
86% of all statistics are made up.
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Charas-Project
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Single Use Spells