Is it possible to set a skill so that it consumes an item on use?
A good example of what I am talking about is in Final Fantasy, the ninjas can use the "Throw" skill at the cost of a shuriken.
Thanks in advance, Oats
Item Consuming Via Skill
● ARCHIVED · READ-ONLY
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Yanflys' skill cost manager
http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-cost-manager/ -
Someone correct me if I am wrong (and I will go play around with it myself too) but I think you can do it without a script by using a common event within the skill.
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yep ^_^Someone correct me if I am wrong (and I will go play around with it myself too) but I think you can do it without a script by using a common event within the skill.
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Or as part of the damage formula.
Might be tricky (that way, OR with a common event) if the skill has the possibility of missing - would have to question if you want to use the item even on a miss. -
Could you care to show how you would do it via a common event?
Also, thanks for the Yanfly, but if this can be done without scripting, then it is preferred. -
Here is what I worked out so far but it has some issues I am hoping someone else can help out with.
1) When doing the first ability to check for the reagent the text saying "No effect" pops up, I can't think of how to disable that.
2) If you don't have the reagent you essentially lose your turn, when ideally (for me at least) it'd just let you pick a different ability.
Also, if there is a way to do it with just one skill, someone enlighten us!
Here are the 2 skills and 1 common event I did. The note area explains some things.
Spoiler


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Cool! I will mess around with this a bit more, but this is a great start! Thanks!
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Since it was mentioned, could someone say how it could be made through the damage formula?