Skill tree for weapons

● ARCHIVED · READ-ONLY
Started by Renkai141 10 posts View original ↗
  1. Are there skill trees for weapons out there?..

    YBsqCK9.jpg

    [Example]
    1 character.
    This character has a cursed weapon(this weapon cannot be taken off)
    However this game scales, and in order to make up for the difference instead of aggravating the main stats of the (character). The user would be given a choice to upgrade the weapon as the game progresses.

    Katana
    Stage 1 ---> stage 2 stage 3
    Fire Katana Fire katana and life steal
    Ice Katana Ice katana and mp regen

    Except instead of creating a "fixed" system. It would just add on as an extra effect. However the weapon would get levels or a form of experience, or after you get a certain amount of materials you can level up the weapon to become bigger and greater.

    What I'm trying to do is :
    Have a character(s)
    Have a designated weapon to their own and instead of buying new weapon from the shop, they would just evolve their weapon according to the players choice.
    "this weapon rants lich bane effect when this at stage 1"
    this now has the passive to increase crit damage by this much at stage 2"
    And the player would choose how strong it gets choosing the path they want, strength, magic strength or skills that are given each time it evolves.
  2. you need to give a better description of what exactly you want to do, especially given the way what weapons are in the context of the RM engine.
    That said, just search for "skill tree" and you should get several possible solutions.
  3. Andar said:
    you need to give a better description of what exactly you want to do, especially given the way what weapons are in the context of the RM engine.
    That said, just search for "skill tree" and you should get several possible solutions.
    I made it more detailed, if i have to make it even more detailed, please do say so. I'm not sure how clear I can try and make it to be.
  4. as I assumed - you'll need a skill tree plugin, combuned with a weapon-based attack skill replace plugin.
    or alternatively you could use an evented automated weapon replace system, but that would be more difficlut to use and have limited effects.
  5. Not even the yanfly plugins let me change the code to make it that weapons are capable of being synthesize or to used as something i can do, as some of the plugins only affect items. The others don't really have the high skill sealing or even the "push".
    I wanted to make 100% sure, before I start eventing the madness since I come from rpg maker 2003, since MV just makes things a lot more flexible, easier and just more understandable, transparency plays a big part since the best feeling is when you can communicate the player something without a hoard of text.
  6. You completely mmisunderstood what I mean, and I don't have time to go into details.
    In the way I meant you don't change your weapon at all, you change the attack skill assigned to the weapon to result in the different effects, and have that skill with the desired effects selected by the skill tree Plugins.
  7. My answer would be not to actually switch weapons, but use passive states instead.
    Have your cursed weapons grant passive states in function of a variable, using yanfly's passive state lunatic conditions.
    So when var 1 is 1 weapon 1 grants state 1, var 1 is 2, it grants state 2, ...
    Then use the states to grant stat boosts, life steal, skills, etc.
    It's going to be complicated if there are a lot of weapons that can evolve like this in your game, but if it's just one or two for a single character, an event based system using variables for exp, level and tying it to passive states will do the trick.
    And using those passive state you can even change the attack skills the way Andar suggested for further customization.

    If you want flat stat boosts and not percentage based boosts, there's a plugin in my signature for that.
  8. Astfgl66 said:
    My answer would be not to actually switch weapons, but use passive states instead.
    Have your cursed weapons grant passive states in function of a variable, using yanfly's passive state lunatic conditions.
    So when var 1 is 1 weapon 1 grants state 1, var 1 is 2, it grants state 2, ...
    Then use the states to grant stat boosts, life steal, skills, etc.
    It's going to be complicated if there are a lot of weapons that can evolve like this in your game, but if it's just one or two for a single character, an event based system using variables for exp, level and tying it to passive states will do the trick.
    And using those passive state you can even change the attack skills the way Andar suggested for further customization.

    If you want flat stat boosts and not percentage based boosts, there's a plugin in my signature for that.

    I'll definetly be using that!
    I was actually watching that vide and beyond all the confusion and cluster, I finally was capable of understanding how the code works.
    The first variable determining it's weapon type in the database.
    And as you said, the weapon dictates the state, meaning the weapon only improves as the weapon changes, and in doing that the "next" level weapon would just have the previus passive and the current newer one.

    I've taken cared off all the complicated, I believe I'm a one man army in some cases if I have to. But, that actually has helped me out enough.
    As the current situation, I already have skills/actors swap the normal attack command and studied vibrators attack sequence and I got custom self made animations/characters(I'm a spriter as well). So instead of animating gibberish, I can just have them do "Strong attacks" or gain the skill to break guard and build up mana and all that nonesense.

    Thanks so much!
  9. I've recently released a skilltree plugin that allows you to create multiple skilltrees for actors. So you could easily add a weapon skilltree or even multiple ones.
    You unlock nodes in the skilltree by spending gold or items as a currency. Even yanflys jobpoints work. When activating a node, you can let the actor learn skills or enable switches or run common events.
    Cheers,
    Felski
  10. Felski said:
    I've recently released a skilltree plugin that allows you to create multiple skilltrees for actors. So you could easily add a weapon skilltree or even multiple ones.
    You unlock nodes in the skilltree by spending gold or items as a currency. Even yanflys jobpoints work. When activating a node, you can let the actor learn skills or enable switches or run common events.
    Cheers,
    Felski
    I actually downloaded your demo yersterday to be honest, and I'm having my time with it- thank you so much :)