Skill type idea

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Started by Zoltor 8 posts View original ↗
  1. I have reg Magic/Summons using MP, and skills learned while certain equipment are equiped, using TP.

    However I think it would be nice to give each char alittle something extra(perhaps have it set up to allow for some customization as well), something usable nomatter what equipment you have equiped, that stays tied to the Actor them selves.

    Not to mention it will add even more strategy during long quests/journeys.

    Well Here's what I was thinking of, once a char leans a skill of this type(probally through the use of a very rare expendable item), each skill can only be used a certain amount of times, and then It's forgotten(basically a charge system going on here). When you sleep at a Inn(Tents or whatnot will not restore such),  char whom have learned skills of this type in the past, will relearn any skill they have forgotten+all counters will be reset.
  2. This sounds very similar to Suikoden runes. You equip (use) a rune onto a character, and it grants them a limited amount of spells. There are no MP restoring items in Suikoden games (from my knowledge), so you have to rest at an inn to restore the "counters". Not sure if you've played Suikoden, though, but your idea functions pretty much the same way with some alterations (yours are rarer, and are meant to be supplementary to the rest of your skills/spells while Runes are primary spells in Suikoden).
  3. Harmill said:
    This sounds very similar to Suikoden runes. You equip (use) a rune onto a character, and it grants them a limited amount of spells. There are no MP restoring items in Suikoden games (from my knowledge), so you have to rest at an inn to restore the "counters". Not sure if you've played Suikoden, though, but your idea functions pretty much the same way with some alterations (yours are rarer, and are meant to be supplementary to the rest of your skills/spells while Runes are primary spells in Suikoden).
    Yea I have, but I thought of this based on a system used in a board game I created.

     Come to think of it, yea it is, and yea, the while they funtion pretty much the same way, how they are meant to be utilized is different..
  4. Well, Iknow you can use Learn Skill on the Other tab of the Effects box, thus making a "TM" type item (pokemon reference) which teaches a skill regardless of class, etc. That part is easy.

    Then, there's the removal. I'm pretty sure you can do this with common events and variables. First, create a "usage" event for the skill, (let's call it dragonfire). Basically, all the event does is add one to a variable ("dragonfire use"). Then go to the dragonfire skill's effect box, click the Other tab, and select the "dragonfire" common event. Now, when dragonfire is cast, it adds one to the "dragonfire use" variable.

    Create a new common event (dragonfire delete"), with a conditional branch:

    IF (variable) "dragonfire use" = = 5

    THEN (event commands > tab 1 > actor > change skills > *forget > dragonfire)

    Then, you might want to reset the variable counter if the skill is learnable again.
  5. captainproton said:
    Well, Iknow you can use Learn Skill on the Other tab of the Effects box, thus making a "TM" type item (pokemon reference) which teaches a skill regardless of class, etc. That part is easy.

    Then, there's the removal. I'm pretty sure you can do this with common events and variables. First, create a "usage" event for the skill, (let's call it dragonfire). Basically, all the event does is add one to a variable ("dragonfire use"). Then go to the dragonfire skill's effect box, click the Other tab, and select the "dragonfire" common event. Now, when dragonfire is cast, it adds one to the "dragonfire use" variable.

    Create a new common event (dragonfire delete"), with a conditional branch:

    IF (variable) "dragonfire use" = = 5

    THEN (event commands > tab 1 > actor > change skills > *forget > dragonfire)

    Then, you might want to reset the variable counter if the skill is learnable again.
    Yea I know how to do all of the things needed for this systems.

    What's gonna happen, is when you first learn a skill, it perm turns on a switch, based on what char learned what skill. Then when you sleep at a Inn, after it does all the healing stuff, I'm gonna have it call a common event that reteaches any skills of this type that X char has learned+it will reset all the counter variables.
  6. Sorry, misunderstood the original post. I thought you were asking how to make it happen. After I hit the reply button, though, I remember thinking, "wait, isn't zoltor one of the more experienced devs here?"

    My bad!
  7. captainproton said:
    Sorry, misunderstood the original post. I thought you were asking how to make it happen. After I hit the reply button, though, I remember thinking, "wait, isn't zoltor one of the more experienced devs here?"

    My bad!

    When it comes to eventing perhaps, but sadly I'm not that experienced of a coder(I most surely know more of the code then I give my self credit for, but I get overwhelmed while coding from scratch+I have no confidence in making a code from scratch to beginwith sigh), luckily no coding needed here :)
  8. Zoltor said:
    When it comes to eventing perhaps, but sadly I'm not that experienced of a coder(I most surely no more of the code then I give my self credit for, but I get overwhelmed while coding from scratch+I have no confidence in making a code from scratch to beginwith sigh), luckily no coding needed here :)
    I know what you mean. I've never even attempted coding from scratch, and I felt ridiculously proud of myself when I figured out how to alter Tsukihime's charging script to make a dragoon-style "jump" attack.