Reagents?

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Started by Stromgard 10 posts View original ↗
  1. First post!  :)

    I want to use reagents in my magic system - the same way they were used in Ultima Online. That is, whenever you cast a spell, you must have one or more reagents (roots, leaves, bones etc) in your inventory, which are consumed at the time of casting. Each unique spell will need its own unique combination of reagents.

    Is there a way to do this that does not involve scripting?

    Best regards,

    Stromgard
  2. Without scripting, not that I'm aware of. There are scripts out there that would let you do this though if you wish to (Yanfly has one for instance).
  3. Maybe there is a script that allows you to have more than one kind of "TP", Technical points or whatever it is called? Something like nine different kinds of TP:s would be the simplest and best solution to my problem I think. Each of them could represent a different reagent.

    But I'll have a look at Yanflys script... 
  4. no, adding parameters like TP is a lot more difficult, because they are affected by a lot of other parts.


    You have two options to do this:


    The easier one is using one of the skill cost scripts like the one from Yanfly mentioned above, or one of the two or three others. That will allow you to put items as additional skill cost by notetags to the skill.


    Without scripting, you can have each skill call a common event, then in that event check if the reagents are in inventory and if yes, substract them and force action another skill with the true effect.


    This will doublke the number of skills in your database, and you'll need one common event per skill as well - not to mentioning that the common events are executed out of order in the default battle - but it would work without scripts.
  5. Andar mentioned a good way to do this without any scripts or scripting.  Another way is to check whether the player has the necessary items in the formula box, and run either a lesser effect or have the skill fail if the player doesn't have those items.

    I believe the correct syntax to check whether the player has 3 or more of Item 23 would be if $game_party.item_number($data_items[23]) >= 3; (good effect); else; (bad effect); end

    However, I can't think of too many good reasons not to just use Yanfly's Skill Cost Manager, as several people have mentioned.   Here's a direct link to the script.

    Be careful with your use of Game Mechanics like these.  Players enjoy being able to use skills, so if the reagants are hard to come by, you're just cheating them out of being able to frequently experience the coolest elements in your game.  And make sure that the effects are appropriately powerful in proportion to the cost and rarity of the reagants that the spells require.
  6. I think Yanfly's script will be great for this, I only wanted to avoid doing scripting myself. Thanks everyone!
  7. Hm, I've looked at the code but I'm not sure how to use it. Has someone done anything similar with Yanfly's script, that is, used its custom cost segment? It would be really helpful to see an example of how it can be applied...
  8. Stromgard, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


    What part of the instructions do you have problems with?


    You basically have to place a notetag into the skills notebox in the database - absolutely no need for script editing.


    Yanfly's page for the script has several screenshots of how the noteboxes should look like if you use those notetags.


    If that still doesn't help, please post a screenshot of your skill and tell us what cost it should have, then we can tell you how to change the skill.
  9. I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.


    Please post a link to the script, to make it easy for people wanting to help you to look it up.
  10. I have used his script, and here is the notetag for one of my skills that uses 2 items:

    <custom cost requirement>
    $game_party.item_number($data_items[145])>=1&&$game_party.item_number($data_items[144])>=1
    </custom cost requirement>

    <custom cost perform>
    $game_party.lose_item(($data_items[145]),1)&&$game_party.lose_item(($data_items[144]), 1)
    </custom cost perform>

    It *may* need some tweaking as it is not fully tested, but the key is the tag first for the requirement, and the other one for when you perform it. In my tag there, it checks to see if you have one each of item 144 and 145, and if so, then it runs whatever you set up in the damage box/abilities to add/etc.