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[In Progress] Durance of Magic
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Topic: [In Progress] Durance of Magic (Read 15297 times)
Prpl_Mage
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Posts: 7,644
The Administrator Mage
Re: [In Progress] Durance of Magic
«
Reply #15 on:
October 06, 2010, 07:36:57 AM »
Well, I might as well just write it right here then.
The theory in whole:
You want your party members to be able to use skills only if a certain other is in the party just like Steiner & Vivi in FFIX.
If Vivi is in the party, Steiner could use "Mag sword"-skills that where Vivi's spells added to a normal attack.
If Vivi got KO'd during the battle, the skills would disappear.
That's what we're gonna do.
How it works:
The common events will always work, always as in almost always if we make it a parallel process. So adding something as a common event usually spells success.
The great thing with parallel processes is that they run parallel to other events, side by side while auto start events will "push himself through the que". So if it is parallel it will loop over and over and over and over and over again and keep checking.
What we're doing here today is making a common event that checks if the hero has reached the right level for the skill AND that the specific other is in the party and non-dead.
This is easily done with the "Conditional branch" command.
One of the possible combinations will be "Hero 1 in party" and another one will be "Hero1 has at least 1 hp"
If both those conditions are correct - you add the skill to the hero in question.
If they are false at any point - remove the skill from the hero.
[[[[[[[[ You can create a (doppelganer / placeholder ) copy of the skill that got a weapon attribute (can only be used when a weapon of the same attribute is equipped) which is added to the hero when the real skill is removed, this way the skill will remain in the hero's list but can't be used. You could also change the tooltip to something like "Requires: Hero1"]]]]]
How it's actually done:
At first we should create one common event for each character to keep it as little messy as possible, BUT if you want to save space then go ahead and put it in the same common event.
But it will look like this:
(first character)
Con branch: Hero2 is in the party
YES
Con branch: Hero2 hp >0
YES
Con branch Hero1 lvl > (let's say 15)
YES
Add skill: Dual strike
Add skill: Assist strike
Add skill: Helping hand
ELSE
Con Branch Hero1 lvl > 10
YES
Add skill: Assist strike
Add skill: Helping hand
ELSE
Con branch Hero1 lvl > 5
YES
Add skill: Helping hand
ELSE COMMANDS for the Hero2 in party and hero2 > 0hp
Remove skill:
Helping hand
Assist strike
Dual strike
Cross slash
X scissor
King's pincer
Guillotine
____________________________
First off, the Con branches checks if the respective hero is alive and well
Next the hero's achieved level is checked, starting highest and going down.
If he is at 15, he probably already passed 10 and 5 and will therefore automatically gain those skills as well.
If he isn't at 15 or higher the game moves on to the Else command "Hero lvl > 10" and lastly "hero lvl > 5"
And if any of the first two conditions change (hero2 hp and partyness) the else command will remove all the dual techs he can use(not just knows right now) with that character. The chance that the hero's level decreases isn't that high so we don't have to do anything to remove skills there.
Once Hero2 is returned to life - the game will add the skills again such as the event shows.
But the cycle above with code has to be repeated for all characters with skills for all their characters.
So if this was Hero1's skills with hero2 you will also need one with hero2's skills with hero1.
And so on.
With triple and quadruple skills "all you have to do" is to add more conditional branches at the top such as:
Hero2 in the part
Hero2 hp > 0
Hero3 in the party
Hero3 hp > 0
Hero4 in the party
Hero4 hp > 0
Hero1 lvl > X
_______________________
Note that the "Hero lvl > X" can at any point be changed to whatever criteria you find suiting for your game. Must both heroes know certain skills? Do they have to equip a certain type of weapon? It's all up to you know.
I hope this will help you with the game, and I really hope that I managed to make myself clear enough with this ridiculous huge wall.
Good luck and let me know if something is problematic.
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Cool RPGM Project!
Sprite till you die
Oh my god, this was ...10 years ago...
Cartographer
Initiate
Posts: 10
Re: [In Progress] Durance of Magic
«
Reply #16 on:
October 09, 2010, 08:09:05 PM »
Haha! This is great, thanks Purpl_Mage. I've tested the event and it works great. I appreciate your help.
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"></a>
Prpl_Mage
Administrator
Sage
Posts: 7,644
The Administrator Mage
Re: [In Progress] Durance of Magic
«
Reply #17 on:
October 09, 2010, 10:30:24 PM »
I'm glad its working out for you.
Logged
Cool RPGM Project!
Sprite till you die
Oh my god, this was ...10 years ago...
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