I have a character that I would like to have gain the ability to use a new type of equipment at a certain level. However, I'm not sure how to make this happen (obviously, the general situation is that you can only get skills and stats at each level).
Can anyone suggest an easy way to accomplish this?
Adding equipment use ability on a level up?
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you need a script to do this, as the features are the one option that can't be added by event commands.
There are already existing scripts for this, search for "dynamic features" in this forum or on the master script list.
One example how to use those scripts could be found here:
http://forums.rpgmakerweb.com/index.php?/topic/29984-ability-system-10/ -
I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.
Yes, I wrote a Dynamic Features script. You could use that. But you'd need something else to determine when an actor gains a level, because it's at that point that you'd add the new feature. -
I think you can use something like Kread EX's Conditioned Trait script.
You can set conditions (Lv, Switch and skill) to unlock the traits(Equipment type, passive abilities, etc) when the conditions are met, with that script. -
Thanks for all the suggestions. I'll look into some of these scripts and see what I can do.
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well you don't even need a script to run lv checks, so your script would be perfect for the OP.I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.
Yes, I wrote a Dynamic Features script. You could use that. But you'd need something else to determine when an actor gains a level, because it's at that point that you'd add the new feature. -
You're thinking of maybe a parallel process common event to check for levels? No - why use an event that's going to check 60 times per second for something that is only going to happen once every 15 minutes or so? In addition, you'd need 2 variables - one for the old level, one for the current level, to see if they've changed.
There IS a script that runs when a character gains a level. Why not just put an extra line in there to call a new method that does all the checking of who the actor is, what level they are now at, and what needs to happen when they hit that level? It would be run once, at the time the level changes. -
Lol no, I know better then that(a parallel proc running throughout the entire game when can be avoided, is not good game design), I was more along the lines of thinking using troop events to turn on a switch, so after battle a common event can run a check.You're thinking of maybe a parallel process common event to check for levels? No - why use an event that's going to check 60 times per second for something that is only going to happen once every 15 minutes or so? In addition, you'd need 2 variables - one for the old level, one for the current level, to see if they've changed.
There IS a script that runs when a character gains a level. Why not just put an extra line in there to call a new method that does all the checking of who the actor is, what level they are now at, and what needs to happen when they hit that level? It would be run once, at the time the level changes. -
Yeah, you'd still need to save the level for each actor. Levels can also be gained outside of battle - though if the only way is via the event command it would be easy to add a call to the common event (or turn on the switch) at the same time.
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Well that's nothing hard, do that at the beginning of the game/when the character first joins.Yeah, you'd still need to save the level for each actor. Levels can also be gained outside of battle - though if the only way is via the event command it would be easy to add a call to the common event (or turn on the switch) at the same time.
Yea, that's not likely to be a problem, because for a char to gain xp outside of battle, It's gonna require some kind of event anyway. -
There are many ways for an actor to gain exp outside of battle without events.
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Apart from other scripts? How?
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There aren't many other ways at all, as far as I can tell, the only other way(s), is through scripting.There are many ways for an actor to gain exp outside of battle without events.
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Yes. Would your solution handle scripts that add exp?There aren't many other ways at all, as far as I can tell, the only other way(s), is through scripting.
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Intriguing. Are you talking about the "Game_Actor" script, which has the "change_exp" section?There IS a script that runs when a character gains a level. Why not just put an extra line in there to call a new method that does all the checking of who the actor is, what level they are now at, and what needs to happen when they hit that level? It would be run once, at the time the level changes.
This option would allow me to put a line in the level up text after the battle "Billy Bob acquired the ability to use riding lawnmowers". [just an example]
I fear it is beyond my current skills, but I might be able to figure it out. -
I don't know why someone would be scripting gaining xp on map, seems like you would be going way out of your way to script gaining xp on map, when the evented version would only take a few seconds tops to set up, however in your case, you can just add to the script to run a lv check every time the player gains xp instead, if you really want to do it through scripting.Yes. Would your solution handle scripts that add exp?
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Game_Actor.change_level