Saga frontier/grandia stat growth system possible on rpgmaker vx ace?

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Started by Crimson Dragon Inc. 5 posts View original ↗
  1. ok i looked thru the forums and found nothing on the subject

    well in saga frontier you lvl up and game new skills based off how you fight in battle like if you use a sword you start to game hp str vit quick and will, and in the middle of battle you have a chance of learning one of the sword skills in battle, this is the same for katana's and unarmed combat, though katana's are swords with 4 more techs

    in grandia they had weapon and magic skill lvls and you gained stats everytime a skill went up based on the skill, you also learned your techs and spells by reaching certain skill lvl combonations

    like if you had sword lvl 3 and mace lvl 3 and ax lvl 3 you would obtain w slash, but each character had its own skill and weapon set, it was the same with spells you had to reach certain lvls in earth fire water and wind to learn new spells

    is it possible to implement either of these two methods into a game with rpgmaker vx ace with out having to script it? or if i have to script it should i post a request in a diff forum?
  2. You could also event that, but both the script and the evented version would take a lot of work and time.

    You can try requesting either, but i'd say your chances are rather bad.
  3. I made a script that allowed you level up weapon types, element types and then learn skills based on them. But since I made it in portuguese I didn't post here yet, wich i'll do as soon as I translate all the instructions...
  4. I have seen some threads about skill levels, one of them being based on increasing a variable every time a skill is used (requiring one variable for every actor times every skill) and setting common events stating that if a variable reaches a certain number it removes the skill and adds a stronger (higher level) version of the skill (remove Fireball lvl1; add Fireball lvl2).

    But there also are scripts for it, like for excample



    no matter which of those systems you use, you'd then have to set common events with conditional branches to add the learning of new or special skills that need skill requirements met.
  5. no matter which of those systems you use, you'd then have to set common events with conditional branches to add the learning of new or special skills that need skill requirements met.
    Why not just overload the RPG::Learning object with extra learning requirements?

    I don't see why they just stopped at adding extra requirements but didn't provide a way to check whether they were met.

    Granted, your noteboxes would look kind of cluttered since it's just one line



    Code:
    <fire: 20>, <earth: 12>, ...
    etc