Adding "abilities" to the game

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Started by Nelfe 10 posts View original ↗
  1. Hi all,

    I'm looking for a way to add some abilities in-game, like in Baldur's Gate/Divinity : Original Sins and most of "old school" RPG. By abilities, I mean charisma, lockpicking, diplomacy, etc.

    These abilities will serve only through event and discussion. First I want to do it with variables, but the limitation are too restricting.

    I want that abilities show up in the menu, I want the possibility to spent "point" in them when the character level up, etc. I don't find any script, but maybe I havn't well searched. Any idea ?

    Thanks :p
  2. Yes, it can help, although I don't want a "tree", rather something like the "abilities" on the left :

  3. If there isn't already a script for this in the script master list or elsewhere online, then you got two options,

    You could try learning how to script.

    Or by employing a scripter to create something like this for you ;)

    You might find someone in the classifieds section;~

    http://forums.rpgmakerweb.com/index.php?/forum/78-classifieds-offers/
  4. Nelfe said:
    Hi all,


    I'm looking for a way to add some abilities in-game, like in Baldur's Gate/Divinity : Original Sins and most of "old school" RPG. By abilities, I mean charisma, lockpicking, diplomacy, etc.
    It depends on what exactly you want to do with those abilities.
    If they are just values to be available for checking in events and displaying in status screens, then there are several existing scriptsa that do what you want, for example N.A.S.T.Y.s "Extra Stat" script.


    If you want more than that, you'll need to give more specific details - either for us to see wether something already exists or for a scripter to know what to do for you.


    Your current descriptions are simply too vague - we need a specific list, like


    "I want abilities named <x>, <y>, <z>. Ability <z> will do the following: ..."


    Comparing your wishes to games that most of the scripters never heard of will not help you in any way.
  5. Kwerty said:
    If there isn't already a script for this in the script master list or elsewhere online, then you got two options,

    You could try learning how to script.

    Or by employing a scripter to create something like this for you ;)

    You might find someone in the classifieds section;~

    http://forums.rpgmakerweb.com/index.php?/forum/78-classifieds-offers/
    There is 2 other option. get Hime's extended choices script, and Yanfly's Message script

    Then you can customize all that from scratch, however you want it.

    The other option it to do it all through pictures, and input condition branches, but that's not really a viable option lmao.

    PS. Also while you're at it, scroll through Hime's webpage, and use all his scripts that should've been default features to beginwith(Most of his scripts are just strictly meant to bypass limitations, that shouldn't have been limitations to beginwith, so they can be used to fit any need you may have)
  6. If they are just values to be available for checking in events and displaying in status screens, then there are several existing scriptsa that do what you want, for example N.A.S.T.Y.s "Extra Stat" script.
    Yes, it's exactly that. For example, I want a Lockpick ability. I want to find its level in a new tab in the Menu, with other abilities, but the level itself will only be used in events. For Lockpick, a chest will have a "lock value", and if the character's lockpick level is above, the chest will open, and if under, it remains locked. For charisma, it will open you new possibilities in dialogs. For Pickpocketing, you'll be able to steal stuff from NPC, etc.

    Maybe the "level" of those abilities can be stored into a variable.

    And so on. Those abilities won't be used in fighting.
  7. Nelfe said:
    Yes, it's exactly that. For example, I want a Lockpick ability. I want to find its level in a new tab in the Menu, with other abilities, but the level itself will only be used in events. For Lockpick, a chest will have a "lock value", and if the character's lockpick level is above, the chest will open, and if under, it remains locked. For charisma, it will open you new possibilities in dialogs. For Pickpocketing, you'll be able to steal stuff from NPC, etc.

    Maybe the "level" of those abilities can be stored into a variable.

    And so on. Those abilities won't be used in fighting.
    That is easily doable with Yanfly's message script, as it as a text code that dispays x variable.

    Then all you need to do, is +1 that variable everytime you select it, and upgrade the skill.

    You are also able to imput pictures in message boxes using Yanfly's message script, as well as resize the message boxes however you want.
  8. Zoltor said:
    That is easily doable with Yanfly's message script, as it as a text code that dispays x variable.

    Then all you need to do, is +1 that variable everytime you select it, and upgrade the skill.

    You are also able to imput pictures in message boxes using Yanfly's message script, as well as resize the message boxes however you want.
    Ok, but where I can display the abilities in the menu ? Yanfly's message script allows it ?
  9. Nelfe said:
    Ok, but where I can display the abilities in the menu ? Yanfly's message script allows it ?
    If you only want to display them, yes Yanfly's script allows such, as you can embed pictures into your custom message boxes using Yanfly's script.

    Here's a example of what can be done. I'm not displaying pictures in this example(however I know for a fact, Yanfly's code can display them exactly how you want), however every variable being used here, auto updates as they change throughout the game, plus it shows you, you have complete control over resizing the windows to fit any need you have.

    There's no char code for the xp, therefor I'm using the reg variable text code to pull that off, so needless to say, there's so much you can do with his message script, It's not funny.

    Custom Char Status page.png

    PS. Lol I love my custom status screens more then the defaults, after the game is technically finished, and I add some finishing touches to this, I may delete the status command from the menu, so I can add a custom Status Command, linked to the status pages of the reg char.